Enhancing Students' Engagement in Technology and Livelihood Education (TLE) through Interactive Digital Play-Based Learning

This study examined the effectiveness of integrating interactive online games into Technology and Livelihood (TLE) instruction for Grade 8 students under the MATATAG Curriculum. A practical action research design involving 30 learners was used, with data collected through pre- and post-tests, classroom observations, surveys, and interviews. Findings revealed that prior to the intervention, students held a neutral stance toward online games, passive participation, limited resources, and classroom engagement, and mixed emotions toward learning. After integrating online games, students reported increased motivation, stronger positive perceptions, greater participation, and greater collaboration with peers. Quantitative findings showed a significant improvement in students' engagement between pre- and posttests, confirming that interactive online games substantially enhanced both motivation and participation. Qualitative results further supported these findings, highlighting increased interest, excitement, and a stronger desire to perform well in class. The study concludes that interactive online games are effective instructional tools for enhancing student engagement in TLE instruction. It is recommended that future research explore the long-term impacts of online games on academic performance, knowledge retention, and learners' behavior.

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Publication Details

Journal
Knowledge Commons (Lakehead University)
Published
2026-03-27
DOI
https://doi.org/10.17613/h47g1-ne757
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Enhancing Students' Engagement in Technology and Livelihood Education (TLE) through Interactive Digital Play-Based Learning

Jean Loquillano, AIZA MAE CAHANSA, Anna Kristine Tagulao, Mae Claire Inciong et al.
Knowledge Commons (Lakehead University)
Educational Games and Gamification
article

Enhancing Students' Engagement in Technology and Livelihood Education (TLE) through Interactive Digital Play-Based Learning

Jean Loquillano, AIZA MAE CAHANSA, Anna Kristine Tagulao, Mae Claire Inciong, Syville Niño Dumanon
article en

Abstract

This study examined the effectiveness of integrating interactive online games into Technology and Livelihood (TLE) instruction for Grade 8 students under the MATATAG Curriculum. A practical action research design involving 30 learners was used, with data collected through pre- and post-tests, classroom observations, surveys, and interviews. Findings revealed that prior to the intervention, students held a neutral stance toward online games, passive participation, limited resources, and classroom engagement, and mixed emotions toward learning. After integrating online games, students reported increased motivation, stronger positive perceptions, greater participation, and greater collaboration with peers. Quantitative findings showed a significant improvement in students' engagement between pre- and posttests, confirming that interactive online games substantially enhanced both motivation and participation. Qualitative results further supported these findings, highlighting increased interest, excitement, and a stronger desire to perform well in class. The study concludes that interactive online games are effective instructional tools for enhancing student engagement in TLE instruction. It is recommended that future research explore the long-term impacts of online games on academic performance, knowledge retention, and learners' behavior.

Knowledge Commons (Lakehead University)
Caraga State University (PH), Department of Education Cagayan de Oro (PH)
Quality Education
Openalex Percentile: Top 7%
Educational Games and Gamification
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