Pediaventure: Implementing Gamified Advanced Learning Materials for Young Minds

Authors

Ronnie Jay Escaño Garin

Department of Information Technologists, Pangasinan State University (Philippines)

Richelle Cynna Ramb Ballesteros

Department of Information Technologists, Pangasinan State University (Philippines)

Rafael Camba Mislan

Department of Information Technologists, Pangasinan State University (Philippines)

Mark Zymil Tupas Siapno

Department of Information Technologists, Pangasinan State University (Philippines)

Ruissan A. Ramos

Department of Information Technologists, Pangasinan State University (Philippines)

Article Information

DOI: 10.47772/IJRISS.2026.100600530

Subject Category: Information Technology

Volume/Issue: 10/6 | Page No: 7589-7598

Publication Timeline

Submitted: 2026-06-11

Accepted: 2026-06-16

Published: 2026-06-29

Abstract

This study of gamified learning discusses the development and implementation of e-learning materials to provide support for 3rd grade students at Colegio San Jose de Alaminos Inc. (CSJA). Interactive and engaging games designed to enhance critical thinking, linguistic skills, and problems-solving skills are integrated to recognize the challenges young learners or students face in reading comprehension and basic mathematical equations. Gamified elements such as points, rewards, and feedback are leveraged, linking to both traditional and modern teaching methods and approaches. To sustain motivation and improve learning outcomes, real-time feedbacks are also sustained to the young learners and teachers. The subjects, English, Filipino, and mathematics, in which the web-based application provides, are tailored to the students’ levels, complemented by a reward system to encourage the young learners to continue learning. With the ISO/IEC 25010 standards, usability is assessed to ensure the system’s functionality, reliability, and flexibility. The project offers a promising supplementary tool for teachers and students while the system is dependent on stable internet connectivity. Findings underscore the potential of gamified resources to foster engagement, comprehension, critical-thinking, problem-solving, and retention while also highlighting areas for future research to optimize e-learning for long-term educational effectiveness.

Keywords

Gamification, Pedagogy, Literacy, Academic Literacy, Interactive Learning

Downloads

References

1. Al-Dosakee, K., & Ozdamli, F. (2021). Gamification in Teaching and Learning Languages. https://doi.org/10.18662/rrem/13.2/436. [Google Scholar] [Crossref]

2. Alotaibi (2024). Game-based learning in early childhood education. https://doi.org/10.3389/fpsyg.2024.1307881 [Google Scholar] [Crossref]

3. Asanza et al. (2024). Gamification as a Didactic Motivator in Ecuador. https://doi.org/10.37811/cl_rcm.v8i2.10951 [Google Scholar] [Crossref]

4. Chen (2025). Low-tech serious games in higher education. https://doi.org/10.1057/s41599-024-04341-2 [Google Scholar] [Crossref]

5. Kadek et al. (2023). Game Website-Based English Learning (Grade 4). https://journal.ceddi.id/index.php/cje/article/view/156 [Google Scholar] [Crossref]

6. Lampropoulos, G., & Sidiropoulos, A. (2024). Impact of gamification on gtudents’ learning outcomes and academic performance: a longitudinal study comparing online, traditional, and gamified learning. [Google Scholar] [Crossref]

7. https://doi.org/10.3390/educsci14040367 [Google Scholar] [Crossref]

8. Li (2024). Adapting to the Digital Learning Environment. [Google Scholar] [Crossref]

9. https://doi.org/10.54254/2753-7048/37/20230910 [Google Scholar] [Crossref]

10. Minzi et al. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis. [Google Scholar] [Crossref]

11. https://doi.org/10.3389/fpsyg.2023.1253549 [Google Scholar] [Crossref]

12. Aguilos et al. (2022). Gamification of virtual language learning. https://doi.org/10.18178/ijiet.2022.12.10.1718 [Google Scholar] [Crossref]

13. Liu et al. (2024). Impacts of motivation and engagement. https://doi.org/10.3389/fpsyg.2024.1357936 [Google Scholar] [Crossref]

14. Mohammed et al (2024). Effects of gamification on motivations of elementary school students: an action research field experiment. [Google Scholar] [Crossref]

15. https://doi.org/10.1177/10468781241237389 [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles