Gamified Elements in Philippine Education: A Systematic Review
Regine Grace Guisadio | Apple Jane Tordos | Mitch Pocdol | Francine Lou Taboada | Yhena Kyla Petin | Lovella Asentista | Lyn Jane Sumampong | Febverly Catacutan | Ermie Gil Catamco | Katrina Delatado | Alona Lerio | Maria Luz Villanueva | Cyril Cabello
Discipline: Education
Abstract:
The rapid integration of digital technology in education has spawned the utilization of gamified components as an
approach to increasing learner motivation, engagement, and learning performance. Gamified components—points,
badges, leaderboards, levels, and quests—are integrated into instructional design for interactive and fun learning
experiences. In the Philippines, interest in utilizing these tools has escalated at all levels of education. Yet, existing
literature is still fragmented with differing implementation strategies, methodology procedures, and findings
indicated in the study. This systematic review determined the Regional Distribution and Contextual Trends of
gamified elements in the Philippine education, the Research Methodologies and Designs of the surveyed articles,
the Comparative Analysis of Research Methodologies Across the Reviewed Studies, the Respondent Profiles and
Sampling Techniques, and the Conclusions and Pedagogical Implications of the studies regarding the utilization of
gamified elements inside the classroom. The study utilized a systematic review approach to integrate findings from
nine peer-reviewed academic papers investigating the application of gamification in Philippine education. 9 out of
365 manuscripts were selected as part of the systematic review. The review found that there were common benefits
including enhanced motivation of students, increased engagement, and increased learning gains—especially where
gamified elements were included in terms of curriculum objectives and instructional clarity. In spite of such
encouraging results, the review also pointed to challenges like unequal exposure to technology, lack of adequate
teacher training, and inconsistent implementation—especially in rural or underprivileged schools. Also, few studies
reported longer-term findings or theoretical rationale for studying gamified learning. Based on combined regional
data and cross-mapping of effective practices, this study provides evidence-based recommendations to teachers,
curriculum developers, and policy-makers who desire to adopt gamified components more equitably, effectively,
and context-appropriately.
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