Impact of Gamified Learning Platforms on Student Motivation in Grade 3

This study examined the association between the reported level of gamified learning platform implementation and student motivation among Grade 3 pupils in selected public elementary schools in Sultan Kudarat, Philippines, during School Year 2025–2026. Specifically, it determined the level of implementation of gamified learning platforms in terms of game mechanics, interactive digital activities, reward system, and feedback system; assessed the level of student motivation in terms of interest in learning, participation and engagement, and persistence in task completion; identified the challenges encountered by the pupils; and examined the relationship between gamified learning platform implementation and student motivation. The study employed a quantitative descriptive-correlational design involving 63 Grade 3 pupils from three selected public elementary schools in Sultan Kudarat, Philippines. The gamified learning platforms utilized by the pupils included Kahoot!, Quizizz, Prodigy, and Classcraft. Data were gathered using a researcher-made questionnaire validated by a Master Teacher and tested for reliability, yielding a Cronbach’s alpha of 0.8877. Descriptive statistics, including mean and standard deviation, were used to summarize the data, while the Pearson product–moment correlation coefficient was used to examine the relationship between the variables at the 0.05 level of significance. Results showed that the reported level of gamified learning platform implementation was very high (M = 4.21, SD = 1.06), while student motivation was also very high (M = 4.61, SD = 0.77). The pupils reported a high level of challenges (M = 3.49, SD = 1.29), particularly regarding the need for teacher guidance. A moderate positive and statistically significant association was found between gamified learning platform implementation and student motivation (r = 0.49, p < .05). These findings indicate that higher reported levels of gamified learning platform implementation tended to be associated with higher reported levels of student motivation. However, the correlational design does not establish a causal relationship between the variables. The findings provide context-specific evidence of an observed association between pupils’ reported experiences with gamified learning platforms and their reported motivation.

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Publication Details

Journal
International Journal of Transformative Multidisciplinary Studies
Published
2026-10-15
DOI
https://doi.org/10.66074/k4c1v8b5x
Primary Topic
Educational Games and Gamification
Type
article
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article

Impact of Gamified Learning Platforms on Student Motivation in Grade 3

Nathaniel D. Naanep, Jonathan Roque, James Tatoy, Mc Rainier Angilou Roquero
International Journal of Transformative Multidisciplinary Studies
Educational Games and Gamification
article

Impact of Gamified Learning Platforms on Student Motivation in Grade 3

Nathaniel D. Naanep, Jonathan Roque, James Tatoy, Mc Rainier Angilou Roquero
article en

Abstract

This study examined the association between the reported level of gamified learning platform implementation and student motivation among Grade 3 pupils in selected public elementary schools in Sultan Kudarat, Philippines, during School Year 2025–2026. Specifically, it determined the level of implementation of gamified learning platforms in terms of game mechanics, interactive digital activities, reward system, and feedback system; assessed the level of student motivation in terms of interest in learning, participation and engagement, and persistence in task completion; identified the challenges encountered by the pupils; and examined the relationship between gamified learning platform implementation and student motivation. The study employed a quantitative descriptive-correlational design involving 63 Grade 3 pupils from three selected public elementary schools in Sultan Kudarat, Philippines. The gamified learning platforms utilized by the pupils included Kahoot!, Quizizz, Prodigy, and Classcraft. Data were gathered using a researcher-made questionnaire validated by a Master Teacher and tested for reliability, yielding a Cronbach’s alpha of 0.8877. Descriptive statistics, including mean and standard deviation, were used to summarize the data, while the Pearson product–moment correlation coefficient was used to examine the relationship between the variables at the 0.05 level of significance. Results showed that the reported level of gamified learning platform implementation was very high (M = 4.21, SD = 1.06), while student motivation was also very high (M = 4.61, SD = 0.77). The pupils reported a high level of challenges (M = 3.49, SD = 1.29), particularly regarding the need for teacher guidance. A moderate positive and statistically significant association was found between gamified learning platform implementation and student motivation (r = 0.49, p < .05). These findings indicate that higher reported levels of gamified learning platform implementation tended to be associated with higher reported levels of student motivation. However, the correlational design does not establish a causal relationship between the variables. The findings provide context-specific evidence of an observed association between pupils’ reported experiences with gamified learning platforms and their reported motivation.

International Journal of Transformative Multidisciplinary StudiesVol. 2(4)
Sultan Kudarat State University-Lutayan (PH)
Quality education
Openalex Percentile: Top 5%
Educational Games and Gamification
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