Paper Title
Gamified Instruction and its Effect to Student Motivation and Achievement in Science
Abstract
This is a two-phase study which employed a mixed-method sequential explanatory design to explore the effects
of a gamified instruction to the motivation and achievement of high school students in Science. The Science Motivation
Questionnaire II was utilized to determine if gamification causes a significant increase in student motivation in Science. On
the other hand, the mean normalized gains for all the pretests-posttests administration were carefully analyzed to find out if
the technique causes a significant increase in student achievement in Science. Feedback from students, teacher-implementer
and external observers were collected and analyzed for every phase. Both the quantitative and qualitative data collected
substantiate the conclusion that gamified instruction brought about a significant increase in both student motivation and
achievement in Science. It is recommended that gamified instruction be tried out in more Science classrooms with utmost
caution so as to prevent students from developing wrong attitude towards assessment and towards Science as well. Future
researchers may also dig deeper into the identification of the specific element of gamification that contributes to the increase
of student motivation and achievement the most.