Authors :
Rebelin B. Sambo
Volume/Issue :
Volume 11 - 2026, Issue 6 - June
Google Scholar :
https://tinyurl.com/4de8rmv7
Scribd :
https://tinyurl.com/43k9j6fw
DOI :
https://doi.org/10.38124/ijisrt/26jun1608
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
This systematic review examines the role of gamification, particularly low-tech approaches, in enhancing 21stcentury skills within the context of Technology and Livelihood Education (TLE) under the Philippine MATATAG
Curriculum. The review aims to synthesize existing literature on how gamified strategies influence critical thinking,
creativity, collaboration, communication, and ICT literacy in secondary education, especially in resource-constrained
environments such as Geographically Isolated and Disadvantaged Areas (GIDA). Drawing from peer-reviewed studies,
meta-analyses, and policy documents published between 2010 and 2024, the review identifies consistent evidence that
gamification significantly improves learner motivation, engagement, and cognitive outcomes. While most studies focus on
digital gamification platforms, emerging findings reveal that low-tech approaches—such as physical badges, quest boards,
and point systems—can achieve comparable results when properly designed. However, there remains a lack of empirical
research addressing low-tech gamification within TLE, particularly under the MATATAG curriculum and the newly
adopted trimestral system. This review highlights these gaps and emphasizes the need for context-sensitive and scalable
strategies to ensure equitable access to innovative pedagogy in underserved educational settings.
References :
- Department of Education. (2024). Policy guidelines on the implementation of the MATATAG Curriculum (DepEd Order No. 010, s. 2024).
- Department of Education. (2025). School calendar and activities for School Year 2025–2026 (DepEd Order No. 021, s. 2025).
- Fodale, L. (2024). Gamification and its impact on learning outcomes: A systematic review. Educational Psychology Review, 36(2), 412–435.
- Huang, et al. (2024). Gamification in educational contexts.
- Krawczyk, M. E., & Garabato, M. M. (2024). Utilization of information and communication technology and 21st-century skills of students. Zenodo.
- Nonado, H. J. (2024). Teaching Food and Beverage Services through gamification. Zenodo.
- RSIS International. (2024). Gamification as a pedagogical approach to strengthen academic performance and IMT literacy. International Journal of Research and Innovation in Social Science, 8(3).
- Santos, J. M., Bantog, D. D., & Del Rosario, V. R. D. R. (2023). Development of game-based assessment tools using Quizizz application. Kasetsart Journal of Social Sciences, 44(3), 867–876.
- Sailer, M., & Hommer, L. (2020). The gamification of learning: A meta-analysis.
- Deterding, S., et al. (2011). From game design elements to gamefulness.
- Deci, E. L., & Ryan, R. M. (2013). Self-determination theory.
- Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems.
- Zeybek, G., & Saygi, E. (2024). Gamification in education: Trends and impacts.
This systematic review examines the role of gamification, particularly low-tech approaches, in enhancing 21stcentury skills within the context of Technology and Livelihood Education (TLE) under the Philippine MATATAG
Curriculum. The review aims to synthesize existing literature on how gamified strategies influence critical thinking,
creativity, collaboration, communication, and ICT literacy in secondary education, especially in resource-constrained
environments such as Geographically Isolated and Disadvantaged Areas (GIDA). Drawing from peer-reviewed studies,
meta-analyses, and policy documents published between 2010 and 2024, the review identifies consistent evidence that
gamification significantly improves learner motivation, engagement, and cognitive outcomes. While most studies focus on
digital gamification platforms, emerging findings reveal that low-tech approaches—such as physical badges, quest boards,
and point systems—can achieve comparable results when properly designed. However, there remains a lack of empirical
research addressing low-tech gamification within TLE, particularly under the MATATAG curriculum and the newly
adopted trimestral system. This review highlights these gaps and emphasizes the need for context-sensitive and scalable
strategies to ensure equitable access to innovative pedagogy in underserved educational settings.