Employing Gamification-Incentive-Feedback (GIF) Model in Enhancing Classroom Learning Experience

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  • Additional Information
    • Availability:
      Gate Association for Teaching and Education. e-mail: [email protected]; Web site: http://e-aje.net/
    • Peer Reviewed:
      Y
    • Source:
      12
    • Education Level:
      Grade 9
      High Schools
      Junior High Schools
      Middle Schools
      Secondary Education
    • Subject Terms:
    • Subject Terms:
    • ISSN:
      2547-9652
    • Abstract:
      This action research aimed to study the use the Gamification-Incentive-Feedback (GIF) Model in enhancing the classroom learning experience of Grade 9 students in a private school in Cagayan de Oro, Philippines. The research used convenience sampling and used a combination of Likert scale pre-intervention and post-intervention survey questionnaires as well as focus group discussion (FGD) to gather data and responses. The results were analyzed through the Wilcoxon Signed Rank Test and interview responses from the FGD through thematic analysis. Results reveal a significant difference in students' classroom learning experience in terms of motivation. Further, the participants' responses to the FGD revealed that the GIF Model encourages participation and teamwork; that it promotes competition; that it is motivating, fun, exciting, and interesting; that it encourages learning retention; and that the GIF Model should be implemented face to face; among others. It is concluded that the use of GIF Model is a promising approach for the students in the classroom to create an engaging, motivating, and rewarding experience. Educators are encouraged to adapt the GIF Model in their teaching practice but should make sure that it is properly and fairly organized to avoid student frustration.
    • Abstract:
      As Provided
    • Publication Date:
      2024
    • Accession Number:
      EJ1424656