Development of Game-Based Instructional Materials for Grade 7 English

Authors

Randy R. Cerilo

University of Saint Anthony, Iriga City (Philippines)

Article Information

DOI: 10.47772/IJRISS.2026.100601161

Subject Category: Education

Volume/Issue: 10/6 | Page No: 16566-16572

Publication Timeline

Submitted: 2026-06-26

Accepted: 2026-07-01

Published: 2026-07-14

Abstract

This developmental research focused on the design, development, and validation of game-based instructional materials for Grade 7 English to address critical learning gaps in vocabulary development, reading comprehension, and grammar. Guided by the ADDIE Model (Analysis, Design, Development, Implementation, and Evaluation), the study involved 120 Grade 7 students, 10 English teachers, and 5 curriculum specialists from Bonbon National High School in Libon, Albay.
The baseline needs analysis indicated that vocabulary development (84%), reading comprehension (78%), and grammar skills (74%) were the most urgent instructional priorities. To address these needs, a seven-module instructional package was developed, integrating core gamification elements including immediate feedback mechanisms, point systems, badges, and progressive challenges.
Expert validation and pilot testing yielded exceptionally high marks for user engagement, with immediate feedback (4.8/5.0), visual appeal (4.7/5.0), and interactivity (4.6/5.0) receiving the highest ratings. The findings confirm that the developed materials are pedagogically grounded, curriculum-aligned, and effective in promoting active participation while mitigating language learning anxiety. Integrating structured, gamified resources is recommended to supplement conventional junior high school language programs.

Keywords

game-based learning, instructional materials development, ADDIE Model, Grade 7 English, vocabulary development, reading comprehension, gamification

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