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Abstract
This action research study aims to investigate the effectiveness of QuizVenture as an intervention tool to enhance Grade 11 student learning outcomes in World Religions. QuizVenture is a mobile-based game that uses gamification elements to engage students in learning activities outside the classroom. A total of 26 Grade 11 students from Lapinigan National High School participated in the study. The intervention was implemented over a period of four weeks, and data were collected through pre- and postintervention quizzes and focus group discussions. The results of the study revealed that the use of QuizVentures significantly improved students' learning outcomes, with a mean score increase of 10.20 points in the postintervention quiz compared with the preintervention quiz. Additionally, the data shown in the Results and Discussion section revealed that the intervention or treatment that was applied between the pretest and posttest effectively improved the participants' scores on the second cycle posttest compared with the data gathered via the Statistical Package for the Social Sciences (SPSS Tool) during the pretest and posttest of cycle 1. Moreover, the students reported high levels of engagement and motivation in using QuizVenture for learning. Focus group discussions revealed that QuizVenture helped students develop a deeper understanding of the concepts and principles of world religion and improved their critical thinking skills. These findings suggest that QuizVenture is an effective intervention tool that can enhance student learning outcomes within and beyond the classroom.
Issue: Vol 28 No 1 (2025)
Page No.: In press
Published: Mar 31, 2025
Section: Social Sciences and Humanities - Research article
DOI: https://doi.org/10.32508/stdj.v28i1.4404
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