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Students perceived satisfaction and academic performance utilizing a gamified learning management system for senior high school

Author(s)
Katrin Z. Cajilla University of Science and Technology of Southern Philippines, Lapasan Highway, Cagayan de Oro City, Philippines
Mary Allein Antoenette C. Bug-os University of Science and Technology of Southern Philippines, Lapasan Highway, Cagayan de Oro City, Philippines
Abstract
The advancement of technology has made wider opportunities for educators to use various online platforms in delivering instruction amidst the Covid 19 pandemic. One of these is developing a gamified learning management system (LMS) for Senior High School students. Hence, this study aimed to determine the student's perceived satisfaction and academic performance upon utilizing the gamified learning management system. A pre-experimental one-group pretest-posttest design was used to investigate the effects of gamified LMS. A quantitative-descriptive design was used to gather students' perceived satisfaction. Using the purposive sampling method, students possessing android mobile phones were used as subjects for the study. The study revealed that (1) the use of gamified learning management increased students' academic achievement in learning Physical Science; (2) students have a positively perceived satisfaction with using the gamified LMS. Consequently, physics teachers are encouraged to adopt this learning modality for teaching Physical Science, and school administrators should consider introducing this learning modality to physics teachers as an alternative way of teaching Physical Science, especially to students enrolled in the Open High School Program.
Publication Details
Page(s) 639-645
DOI DOI not available
Published Journal: Science International, Volume: 34, Issue: 6, Year: 2022

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Keywords
E-learning, Gamification, multimedia elements, game elements
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