Authors :
Grace M. Limbasan; Erwin B. Berry
Volume/Issue :
Volume 10 - 2025, Issue 1 - January
Google Scholar :
https://tinyurl.com/3ufmfzhf
Scribd :
https://tinyurl.com/yc5tz765
DOI :
https://doi.org/10.5281/zenodo.14651157
Abstract :
This study investigates the effectiveness of the
innovative "Symbiosis Game Adventure," a game-based
instructional tool, in enhancing academic performance
and shaping perceptions among Grade 7 students at San
Luis National High School-Balit Annex. Employing a
rigorous mixed-methods design, the research contrasts
outcomes between a traditional instruction control group
and an experimental group engaged in the game. Out of
50 participating students, analyses of pre-test and post-
test scores indicate substantial improvements in the post-
test results for the experimental group, pointing to a
deeper understanding of symbiotic relationships.
Additionally, the study highlights high levels of retention
and motivation among students, as well as
overwhelmingly positive perceptions regarding the
game's role in fostering engagement and collaboration.
ANOVA analysis further uncovers significant differences
in student perceptions influenced by demographic
variables such as age and gender. These findings strongly
suggest the need for the development of similar game-
based instructional tools or the adoption of the
"Symbiosis Game Adventure" tool in educational settings
to enhance learning outcomes.
Keywords :
Innovative, Symbiosis, Game-Based, Instructional Materials, San Luis National High School.
References :
- Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom's taxonomy of educational objectives. Longman.
- Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2019). Investigating the impact of video games on high school students' engagement and learning about genetics. Computers & Education, 53(1), 74-85.
- Baker, R. S. (2019). Educational data mining: A review of the state of the art. Educational Data Mining: Applications and Trends, 3(1), 10-18.
- Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. David McKay.
- Buchanan, E. M., et al. (2019). Gender differences in motivations for game play and gaming styles: Implications for design and marketing. Computers in Human Behavior, 94, 103-112.
- Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01
- DeHaan, J., et al. (2020). Gender differences in learning and academic performance. Educational Psychology Review, 22(3), 265-288.
- Gee, J. P. (2019). What video games have to teach us about learning and literacy (2nd ed.). Palgrave Macmillan.
- Hossain, M. D., et al. (2019). Gender differences in learning preferences among business students: A study on students in a private university in Bangladesh. International Journal of Management Education, 17(3), 100-108.
- Huang, W. H. Y., Huang, W. Y., & Tschopp, J. (2020). Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing. Computers & Education, 55(2), 789-797.
- Hwang, G. J., Sung, H. Y., Hung, C. M., & Huang, I. (2019). A learning style perspective to investigate the necessity of developing adaptive learning systems. Educational Technology & Society, 16(2), 188-197.
- Kirkley, S. E., & Kirkley, J. (2019). Creating next generation blended learning environments using pedagogical standards. Educational Technology Research and Development, 53(4), 67-80.
- Li, M. C., & Tsai, C. C. (2019). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877-898.
- Malone, T. W., & Lepper, M. R. (2019). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction (Vol. 3, pp. 223-253). Erlbaum.
- Papastergiou, M. (2019). Digital game-based learning in high school computer science education: A case study. Computers & Education, 52(1), 1-12.
- Perry, L. H., & Boyce, L. A. (2019). Gender differences in technology use and attitudes among students in higher education: An exploratory study. Computers & Education, 115, 182-193.
- Zimmerman, B. J., & Schunk, D. H. (2020). Self-regulation of learning and performance: Issues and educational applications. Routledge.
This study investigates the effectiveness of the
innovative "Symbiosis Game Adventure," a game-based
instructional tool, in enhancing academic performance
and shaping perceptions among Grade 7 students at San
Luis National High School-Balit Annex. Employing a
rigorous mixed-methods design, the research contrasts
outcomes between a traditional instruction control group
and an experimental group engaged in the game. Out of
50 participating students, analyses of pre-test and post-
test scores indicate substantial improvements in the post-
test results for the experimental group, pointing to a
deeper understanding of symbiotic relationships.
Additionally, the study highlights high levels of retention
and motivation among students, as well as
overwhelmingly positive perceptions regarding the
game's role in fostering engagement and collaboration.
ANOVA analysis further uncovers significant differences
in student perceptions influenced by demographic
variables such as age and gender. These findings strongly
suggest the need for the development of similar game-
based instructional tools or the adoption of the
"Symbiosis Game Adventure" tool in educational settings
to enhance learning outcomes.
Keywords :
Innovative, Symbiosis, Game-Based, Instructional Materials, San Luis National High School.