The document is a research proposal examining the lived experiences of ABM students in improving their language learning through gamification. It reviews literature on gamification in education, language skills, and the effectiveness of gamified learning environments, highlighting the need for further research on personalized approaches. The proposal aims to assess how gamification can enhance student engagement and language proficiency among Filipino learners.
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The document is a research proposal examining the lived experiences of ABM students in improving their language learning through gamification. It reviews literature on gamification in education, language skills, and the effectiveness of gamified learning environments, highlighting the need for further research on personalized approaches. The proposal aims to assess how gamification can enhance student engagement and language proficiency among Filipino learners.
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Lived Experiences of ABM Students in Improving Their Language Learning
Through Gamification
A Research Proposal Presented to the Faculty and Staff of San Francisco High School Senior High School
In Partial Fulfillment of the Requirements in Research in Daily Life I
Submitted by:
Bucsit, Zhayene Maxine D.
Dela Cruz, Maila C.
Gabagat, Emmanuel Zeph D.
Lavega, Romar Q.
Manese, Monica Maybelle
Pastoril, Krisha Marie S.
Tabanao, Loraine Ann Q.
Submitted to:
Mr. Elmer A. Tamayao
Research Adviser
S.Y. 2024 -2025
CHAPTER II REVIEW OF RELATED LITERATURE AND STUDIES This chapter provides the relevant research and literature that the researcher took into consideration to support the significance of the present study. In order to properly comprehend the research and improve understanding of the study, it also presents the synthesis. Foreign Literature 1.1. Gamification in Education This article presented a SLR for investigating how tailored gamified educational environments are designed, their effects on the students’ learning outcomes, and the research demanding on the design of tailored gamified educational environments. Gamification is being used in education to address student issues such as evasion, disengagement, and lack of motivation (Battistella & von Wangenheim, 2016; Legaki et al., 2020; Oliveira et al., 2022). However, gamification in education may not always lead to better student outcomes, according to some studies (Toda et al., 2017; Koivisto & Hamari, 2019). Thus, customization may be proposed, studies on personalized gamification in education often focus on student gamer types, lack comparison to non- personalized versions, and don't adjust personalization in real-time Basically, this systematic literature review (SLR) found that while gamification can address student engagement issues, its effectiveness differs. Personalized gamification studies often focus on student user types, lack comparison groups, and don't adjust in real-time, accentuating the need for more research on customization. 1.2. Language and Writing Skills According to Huotari & Hamari, (2017) and Deterding et al. (2011), Gamification has continued to be a popular topic, it is design approach of utilizing gameful activities and behaviors. According to Mariana et al. (2021), Gamification positively influences the writing process by incorporating structured stages, including prewriting, drafting, revising, editing, and publishing. These structured step students develop writing. However, (Bicen and Kocakoyun 2018) stated engagement is not enough to ensure long-term improvement in writing skills. There are still some research gaps, especially regarding its long-term effectiveness and its impact on writing skills such as vocabulary development, grammatical accuracy, and coherence. Overall, gamification gives benefits in writing instruction, Further research is needed to utilize different approaches that affect writing skills for students in order to provide correct and adequate instruction. Additionally, gamification impact writing skills can relate to learning new things to know and what is the way to solve each individual problem faced by the student in language learning. 1.3. Gamification in Language Learning This review aims to give an overview of Gamification-Based Learning as the Future of Language Learning. Mastering English as a second language is necessary due to global online interactions and international workplace demands (Al-Dosakee and Ozdamli, 2021). Students learning a language for these purposes may lack motivation and interest, hindering their practice. Researchers seek new teaching methods to meet changing learner needs, driven by technological advancements and the rise of digital education (Turan and Akdag-Cimen, 2019). Gamification or incorporation of games and activities into digital lessons, is a growing trend in education, catering to tech enthusiast students who have grown up surrounded by technology. This review explores Gamification-Based Learning as the future of language learning, addressing motivation and interest gaps in English language attainment, driven by technological advancements and digital education. Local Literature 2.1. English Proficiency of Filipino This literature review delves into language-based acquisition approaches employed in the instruction of Filipino, examining a wealth of scholarly works to elucidate effective pedagogical practices. English is the main language used for teaching, with Filipino providing additional support (Gorgonio, 2012). A study of 74 Manobo tribe students in the Philippines found they had strong learning beliefs and strategies, but only average academic performance (Melegrito, 2022). Also, a study in the Zamboanga Peninsula found that 6th-grade students struggle with writing in English and Filipino due to limited vocabulary, difficulty expressing ideas, and language barriers, reasoning that they are non-native speakers (Napil et al. 2020). Recognizing the need for improvement, teachers should reassess teaching methods, particularly in subjects like English as a Second Language (ESL). This literature review explores effective teaching methods for Filipino language instruction. The findings are, English is primarily used for teaching, with Filipino as support, indigenous students show strong learning beliefs but average academic performance, non-native speakers struggle with writing in English and Filipino due to vocabulary limitations and language barriers. The review suggests teachers reassess their methods, particularly for ESL subjects. 2.2. Gamification and Students’ Learning Outcomes This study highlights the transformative potential of educational gamification in enhancing student engagement, motivation, and academic performance in higher education. Gamification in education boosts student motivation and engagement by incorporating game-like elements such as points, badges, and challenges, leading to active participation and improved learning outcomes (Sailer et al., 2017). Gamification’s effectiveness depends on its implementation. Poor design can lead to negative outcomes like frustration, disengagement, and overemphasis on external rewards (Hanus & Fox, 2015). Plus, this study also suggested some techniques for a better implementation of gamification such as implementation of comprehensive training programs, customization of gamification strategies, and continuous feedback and support. In conclusion, educational gamification has the potential to transform higher education by enhancing student engagement, motivation, and academic performance through incorporating game-like elements that leads to improved learning outcomes. However, effective implementation is critical, as poor design can lead to negative consequences such as frustration and disengagement. This relates to our study as the way that gamification is applied in learning could highly contribute to the lived experiences of grade 12 ABM students. Foreign Studies 1.1. Gamification in Education According to Kapp (2012), gamification is using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. A study of Gabriela Kiryakova, Nadezhda, and Lina Yordanova (2014) states that, gamification is an effective approach to make positive change in students’ behavior and attitude towards learning, to improve their motivation and engagement. The results of the change have bilateral nature – they can affect students’ results and understanding of the educational content and create conditions for an effective learning process. In correlation, gamification in educations acts as a medium to motivate and engage students with non-gaming elements to enhance their learning processes and create a new learning setup. 1.2. Language and Writing Skills This study is to explore the literature review on the challenges faced by both the students and teachers in learning and teaching writing skills. English serves as a common language or lingua franca for people from diverse backgrounds worldwide (Dewi, 2015). Teaching writing is a crucial skill for English teachers, especially in elementary schools. However, challenges like motivating students, diverse skill levels, difficult materials, and time limitation hinder effective instruction. To improve student writing, teachers must provide guidance and feedback. Teachers should be aware of the challenges faced by themselves and ESL students in teaching and learning writing skills. This study reviews the challenges faced by teachers and students in teaching and learning writing skills in English, highlighting issues like motivation, diverse skill levels, and time limitations. This relates to our study as English learning and writing challenges of students could critically affect the lived experiences of grade 12 ABM students. 1.3. Gamification in Language Learning Gamification has emerged as a promising approach to support English as a Second Language (ESL) learning, offering numerous benefits. Studies have shown that gamification enhances student engagement, motivation, and participation in language learning (Kaya & Sagnak, 2022; Dehghanzadeh et al., 2019). It creates enjoyable and fun learning experiences while promoting autonomous learning (Kaya & Sagnak, 2022). Gamified ESL environments have been found to positively impact content language learning, satisfaction, and overall learning outcomes (Dehghanzadeh et al., 2019). In higher education, gamification brings valuable advantages to language learning courses, though more research is needed in this specific context (Ivanjko et al., 2020). Recent studies have focused on evaluating the effectiveness of gamification in ESL/EFL education, analyzing its impact on language acquisition, motivation, and engagement (Arip & Hashim, 2024). While gamification shows promise, challenges and limitations in implementation still need to be addressed (Arip & Hashim, 2024). In relation, the implementation of gamification in the language learning of students are still proving that it provides support and motivation to the students. To relate it to our research, the researchers will try to effectively assess if the application of gamification motivates or affects the language learning of students. Local Studies 2.1. Language Learning of Filipinos This study is aimed at finding out the level of writing skill competence. Writing is a process that involves imagining, organizing, drafting, editing, and reading. This cyclical process helps produce various forms of writing, such as narration, description, and argumentation, requiring logical thinking and mastery (Heaton J. B. 1980). This study assessed Grade 8 students’ writing skills at the University of Saint Anthony in the Philippines. Results showed students excelled in content, style, and organization but struggled with grammar and mechanics, common errors included grammar tenses, subject-verb agreement and mechanics punctuation, capitalization, and researchers recommended developing supplementary materials to improve students’ writing skills. To summarize, the goal is to assess writing skill competence, identify common grammar and mechanics errors, and propose writing activities to improve skills. Writing involves a cyclical process of imagining, organizing, drafting, editing, and reading, requiring logical thinking and mastery and the study showed that these are not yet fully honed by the students. 2.2. English Proficiency of Filipino Students According to an article released by GMA and Philstar Global in February 2018, the English level of college graduates is lower than the target English proficiency of high school students in Thailand and the competency for taxi drivers in Dubai. A study conducted by International Journal of English Language Studies (IJELS) (2022), according to them, with all this language acquisition in the Philippines isn’t ending soon. This stage is set for greater scale of globalization, and the role of English as an international language is in the spotlight. To sum it all up, the English proficiency of the Philippines is still in need to be founded and is needs further support to truly elevate the proficiency of the student. With our research, we tend to integrate gamification to assess if it is truly beneficial to use such elements to enhance one’s language skills.