INTEGRATING GAMIFICATION THROUGH HISTORICAL QUEST IN ARALING PANLIPUNAN: A STUDY ON STUDENTS MOTIVATION AND LEARNING IN GRADE 5 AT BAGONG SILANG ELEMENTARY

INTEGRATING GAMIFICATION THROUGH HISTORICAL QUEST IN ARALING PANLIPUNAN: A STUDY ON STUDENTS MOTIVATION AND LEARNING IN GRADE 5 AT BAGONG SILANG ELEMENTARY

SCHOOL TUAZON, ANNALIZA D.

Completed 2025

ABSTRACT

This study explored the integration of gamification through a historical quest in Araling Panlipunan to enhance student motivation and learning among Grade 5 learners at Bagong Silang Elementary School. Grounded in the goal of transforming traditional Social Studies instruction into a more engaging and interactive experience, the research aimed to determine the effects of gamified learning on classroom participation, task completion, peer interaction, time on task, intrinsic motivation, self-efficacy, learning goals, subject interest, and academic performance. A descriptive research design was employed, utilizing purposive sampling involving all 104 Grade 5 students across two sections. Data were collected through structured questionnaires and assessed using weighted means and qualitative descriptions. Findings revealed that gamification significantly improved student engagement and motivation, with learners displaying increased participation, deeper interest in historical topics, and better academic outcomes across various performance indicators. The use of interactive game elements, such as point systems, quests, and badges, created a stimulating classroom environment that fostered active learning. However, challenges such as varying student abilities and limited access to technological resources were encountered, requiring adaptive strategies by teachers. The originality of the study lies in its contextual focus on Araling Panlipunan, a subject often seen as rote and passive, thus offering a practical framework for integrating gamification in Social Studies. The study has implications for educators and policymakers seeking to adopt innovative teaching approaches that support learner centered education and curriculum enrichment. It contributes to a growing body of research affirming the relevance of gamification in primary education.