GAMIFICATION TOOLS IN TEACHING FILIPINO SUBJECT AND READING COMPREHENSION

Authors

  • Rhia C. Colendra Liliw National High School
  • Imelda G. Carada, PhD Laguna State Polytechnic University

Abstract

Modern technology is a tool for teachers and students in teaching and learning. Because of technology, traditional teaching materials are gradually being replaced by modern ones. It is no longer limited to ordinary discussions but utilizes technology and games. This poses a challenge for teachers to address the issues related to the use of technology in meeting the learning needs of students. This study focuses on Gamification Tools in Teaching Filipino Subject and Reading Comprehension. The researcher used a Descriptive-Experimental design. The forty (40) participants in this study are Grade 7 students from Liliw National High School during the school year 2022-2023, who used a questionnaire to gather data. The study found that Wordwall, Raptivity, and Classpoint are highly acceptable as gamification tools for teaching Filipino subject. The study's results also showed that using gamification tools effectively developed Literal, Inferential, and Critical reading comprehension skills among the students. The study revealed significant differences in the pre-test and post-test scores before and after using gamification tools in teaching the Filipino subject. The study suggests that teachers use various gamification tools to aid students' reading comprehension skills. The study found that using gamification tools in teaching Filipino subject enhanced the participants' literal, inferential, and critical reading comprehension skills.

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How to Cite

Rhia C. Colendra, & Imelda G. Carada, PhD. (2023). GAMIFICATION TOOLS IN TEACHING FILIPINO SUBJECT AND READING COMPREHENSION . EPRA International Journal of Multidisciplinary Research (IJMR), 9(8), 72–80. Retrieved from http://eprajournals.net/index.php/IJMR/article/view/2558