Game on: Boosting Students' Reading Motivation Through Gamification

Abstract Reading motivation is important since it affects not only the selection of reading materials but also the level of engagement and comprehension of the content. People of all ages can benefit from improved learning and educational outcomes if they comprehend the significance of motivation in reading. This study aimed to assess whether gamification increases the reading motivation of the BEED college students in Diaz College year 2025. Through purposive sampling, 30 first-year students were selected. With a pre-experimental approach, one group pre- and post-test, and with the use of a t-test, the study revealed that the value of t is 0.00001, and the value of p is <0.00001. The result is significant at p<0.05. Therefore, there is a significant difference between pre-test and post-test. Substantially, gamification proved to increase the motivation of the students in reading since it can stimulate and promote active reading sessions in the classroom. The findings recommend that gamification can be used to increase the students' reading motivation. Keywords: Reading motivation, gamification, pre-test, post-test

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-05-21
DOI
https://doi.org/10.5281/zenodo.15482424
Primary Topic
Technology-Enhanced Education Studies
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game on: Boosting Students' Reading Motivation Through Gamification

Zenodo (CERN European Organization for Nuclear Research)
Technology-Enhanced Education Studies
article

Game on: Boosting Students' Reading Motivation Through Gamification

article en

Abstract

Abstract Reading motivation is important since it affects not only the selection of reading materials but also the level of engagement and comprehension of the content. People of all ages can benefit from improved learning and educational outcomes if they comprehend the significance of motivation in reading. This study aimed to assess whether gamification increases the reading motivation of the BEED college students in Diaz College year 2025. Through purposive sampling, 30 first-year students were selected. With a pre-experimental approach, one group pre- and post-test, and with the use of a t-test, the study revealed that the value of t is 0.00001, and the value of p is <0.00001. The result is significant at p<0.05. Therefore, there is a significant difference between pre-test and post-test. Substantially, gamification proved to increase the motivation of the students in reading since it can stimulate and promote active reading sessions in the classroom. The findings recommend that gamification can be used to increase the students' reading motivation. Keywords: Reading motivation, gamification, pre-test, post-test

Zenodo (CERN European Organization for Nuclear Research)
Quality Education
Openalex Percentile: Top 42%
Technology-Enhanced Education Studies
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.