Effectiveness of Educaplay in Improving Student's Written Assessment Scores in Values Education

Authors

Robert A. Ricafranca

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Sheryll Jhoy P. Dayao

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Kristine C. Nigoza

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Lyka R. Silverio

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Erika Jane A. Tinaco

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Dr. Joseline M. Santos

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Dr. Reniel Renz C. Gallardo

College of Professional Teacher Education, Bulacan State University, Malolos City, 3000 (Philippines)

Article Information

DOI: 10.47772/IJRISS.2026.100500466

Subject Category: Education

Volume/Issue: 10/5 | Page No: 6954-6962

Publication Timeline

Submitted: 2026-05-05

Accepted: 2026-05-11

Published: 2026-06-04

Abstract

This research examined the performance of Educaplay as a gamified instructional medium in enhancing the written evaluation scores of Grade 8 students in Values Education at Bulacan State University Laboratory High School. The study has solved the long-standing problem of low learner engagement and the shortcomings of conventional pedagogical practices in imparting abstract moral ideas. A to identify the effects of incorporating digital tools quantitative quasi-experimental research design was implemented with 42 students that were split into experimental and control groups. The experimental group was taught with the help of Educaplay, and the control group was taught using the Educaplay group learned in conventional learning. The data were collected by means of pre-test and post-test, as well. as the structured questionnaires that are based on the Unified Theory of Acceptance and Use of Technology 2 and the System Usability Scale. These measures were used to evaluate the academic achievements of students, their degree of acceptance and many other things. perceptions of the usability of the platform. Statistical tools such as mean, standard deviation, and percentage were used to inquire into the results. The results showed that the students in the experimental group indicated an improvement in their. Comparison of their post-test scores with their pre-test performance, which showed that Educaplay had a positive impact on their. academic achievement. Furthermore, the platform was highly rated in terms of usability and acceptance, implying that it was effective in increasing student engagement, motivation, participation. The research finds that Educaplay is a useful additional resource that could be used to improve learning outcomes in Values Education. It is advised that teachers should consider integrating gamified platforms that can promote interactive, student-centered learning and enhance general performance in school.

Keywords

Educaplay, Gamified Instructional Tool, Gamification Learning Theory

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