Development and Validation of Gameducation Module: A Supplementary Material in Enhancing Least Learned Competencies in English
Authors
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Laguna University – College of Education, Santa Cruz, Laguna (Philippines)
Article Information
DOI: 10.47772/IJRISS.2026.10100039
Subject Category: Education
Volume/Issue: 10/1 | Page No: 450-458
Publication Timeline
Submitted: 2025-12-24
Accepted: 2025-12-30
Published: 2026-01-20
Abstract
This study was conducted to create and validate Gameducation module, a supplementary learning material designed to address the least learned competencies in English among Grade 4 students of one of the public elementary schools in Pila, Laguna with a total of 38 respondents. More specifically, the study targeted the three least-learned competencies: (1) comprehending literary texts, (2) using words with literal and implied meanings, and (3) composing sentences appropriately for clarity and coherence. A descriptive quantitative research design was employed. A competency-based test revealed an overall mean score of 44.59%, indicating a low level of competency. The hypothesis stated: “There is no significant level of acceptability in the development of the Gameducation module based on the overall validation results of the five expert validators.”. To test this, the module was validated by five experts using a Likert scale, assessing five criteria. Five expert validators evaluated it using a Likert scale across five criteria namely: Learning Objectives (M = 3.86), Content (M = 3.56), Format and Language (M = 3.92), Presentation and Organization (M = 3.96), and Accuracy and Usefulness (M = 3.84). The overall mean was 3.83 and showed the module is valid and acceptable. For the analysis, the mean was calculated to identify the competency levels of the students. To ensure consistency among validators, Cronbach’s Alpha and Inter-Rater Reliability (ICC) were computed. The research also adopts the SAMR model for creating the Gameducation module by using gamification features and game-based learning platforms. The findings indicate that the Gameducation module is valid, engaging, and learner-centered material that can enhance learning gaps in English. The study supports that the integration of gamified learning activities in teaching promotes collaboration, motivation, and mastery of competency among elementary learners.
Keywords
gameducation module, least-learned competencies
Downloads
References
1. Adonis, M. (2020) . DepEd to Teachers: Take steps to prevent student ―Burnout‖. Retrieved from: https://newsinfo.inquirer.net/1347488/deped-to-teachers-take-steps-o-prevent-student-burnout [Google Scholar] [Crossref]
2. Aguelo, J. (2024). Development and validation of contextualized learning material in mathematics (Bikol Central) for kindergarten. International Journal of Research Studies in Education, 13(17), 41-53. Retrieved from: https://doi.org/10.5861/ijrse.2024.24749 [Google Scholar] [Crossref]
3. Department of Education. (2020). Adoption of the Basic Education Learning Continuity Plan for school year 2020-2021 in the light of the COVID-19 public health emergency (DepEd Order No. 12, s. 2020). Retrieved from: https://www.deped.gov.ph/wp-content/uploads/2020/06/DO_s2020_012.pdf [Google Scholar] [Crossref]
4. Department of Education. (2022). School calendar and activities for school year 2022–2023 (DepEd Order No. 34, s. 2022). Retrieved from: https://www.deped.gov.ph/wpcontent/uploads/2022/07/DO_s2022_034.pdf [Google Scholar] [Crossref]
5. Fran, F. A. (2022). Development and validation of competency-based research I workbook for distance learning. International Journal of Education and Learning, 4(1), 81–88.Retrieved from: https://doi.org/10.31763/ijele.v4i1.615 [Google Scholar] [Crossref]
6. Giray Jr., Alejandro L., & Ballado, R. S. 2025. Gamification techniques in enhancing English for elementary level students”. Asian Journal of Advanced Research and Reports 19 (4), 176-84. Retrieved from: https://doi.org/10.9734/ajarr/2025/v19i4972 [Google Scholar] [Crossref]
7. Labad, C. M. B., Rabena, R. P., Garduce, S. J. S., & Neri, E. (2024). Speaking difficulties and academic performance in English among junior high school students. International Journal of Research and [Google Scholar] [Crossref]
8. Innovation in Social Science, 8(3), 2645–2656. Retrieved from: https://dx.doi.org/10.47772/IJRISS.2024.803192S [Google Scholar] [Crossref]
9. Moquerio, W. R., Agravante, Z. R., A, V. H., & Fernandez, E. J. (2025). Interactive Sentence-Building Games as an Effective Tool for Enhancing Sentence Construction Skills Among Grade 7 Learners. [Google Scholar] [Crossref]
10. European Journal of Literature Language and Linguistics Studies, 9(1). https://doi.org/10.46827/ejlll.v9i1.602 [Google Scholar] [Crossref]
11. Noor, S., Tajik, O., & Golzar, J. (2022). Simple random sampling. International Journal of Education & Language Studies, 1(2), 78–82. Retrieved from: https://doi.org/10.22034/ijels.2022.162982 [Google Scholar] [Crossref]
12. Silverio, A. D. P., & Catris, L. V. (2021). Model for contextualization: Bridging gaps in science education. SDCA Asia-Pacific Multidisciplinary Research Journal, 3(1), 40–51. https://doi.org/10.5281/zenodo.8022219 [Google Scholar] [Crossref]
13. Souribio, C. N., & Protacio, A. V. (2023). RAJAH’S QUEST: A gamified offline assessment of least learned competency in English 8 in the post-pandemic pedagogy [Experiment findings]. ResearchGate. Retrieved from: https://doi.org/10.13140/RG.2.2.26383.87207 [Google Scholar] [Crossref]
14. Tadesse, T., Melese, W., Ferede, B., Getachew, K., & Asmamaw, A. (2022). Constructivist learning environments and forms of learning in Ethiopian public universities: Testing factor structures and prediction models. Learning Environments Research, 25(1), 75–95. Retrieved from: http://dx.doi.org/10.1007/s10984-021-09351-4 [Google Scholar] [Crossref]
15. Tolentino, J. C., Miranda, J. P., Maniago, V. G., Sibug, V. B. (2020). Development and evaluation of localized digital learning modules for indigenous peoples' health education in the Philippines. Universal Journal of Educational Research. Retrieved from http://dx.doi.org/10.13189/ujer.2020.081251 [Google Scholar] [Crossref]
16. Velasco, S. B., & Villanueva, J. S. (2022). Development and validation of a reading comprehension scale. American Journal of Education and Technology, 1(1), 10–17. Retrieved from: https://doi.org/10.54536/ajet.v1i1.327 [Google Scholar] [Crossref]
17. Zalun, J. G. (2023). The teachers’ utilization of the most essential learning competencies (MELCS) and its relation to the learning development of grade six pupils in a public school in the Philippines: Basis for a proposed program. International Journal of Multidisciplinary: Applied Business and Education Research, 4(6), 1888-1903. Retrieved from https://doi.org/10.11594/ijmaber.04.06.15 [Google Scholar] [Crossref]
Metrics
Views & Downloads
Similar Articles
- Assessment of the Role of Artificial Intelligence in Repositioning TVET for Economic Development in Nigeria
- Teachers’ Use of Assure Model Instructional Design on Learners’ Problem Solving Efficacy in Secondary Schools in Bungoma County, Kenya
- “E-Booksan Ang Kaalaman”: Development, Validation, and Utilization of Electronic Book in Academic Performance of Grade 9 Students in Social Studies
- Analyzing EFL University Students’ Academic Speaking Skills Through Self-Recorded Video Presentation
- Major Findings of The Study on Total Quality Management in Teachers’ Education Institutions (TEIs) In Assam – An Evaluative Study