Development of Game-Based Learning Teacher Toolkit in Technology and Livelihood Education to Enhance Student Engagement  

Authors

  • Virginia Ariza Eastern Visayas State University Carigara Campus, Philippines Author
  • Mary Grace Girlie G. Ecito Holy Infant College of Tacloban City, Inc., Tacloban City, Leyte, Philippines Author
  • Lilia P. Adrales Holy Infant College of Tacloban City, Inc., Tacloban City, Leyte, Philippines Author

Keywords:

Keywords: game-based learning, student engagement, teacher toolkit, Technology and Livelihood Education

Abstract

This study examined the extent of use of game-based learning (GBL) strategies and its relationship with students’ engagement in Technology and Livelihood Education (TLE) in selected schools in the Schools Division of Tacloban City, Philippines. It addressed the need to support TLE teachers in using engaging instructional strategies while considering the challenges they experience in implementing GBL. Using a quantitative descriptive-correlational design, the study involved 365 Grade 8 students and 27 TLE teachers. The researchers gathered data through a validated, researcher-developed questionnaire and analyzed it using frequency, percentage, mean, Pearson r, t-test, and one-way ANOVA at the 0.05 level of significance. Findings showed that teachers often used GBL strategies, while students showed high to very high levels of behavioral, emotional, and cognitive engagement. Teachers reported moderate challenges, mainly time constraints, limited resources, and lack of training. Results also revealed a significant positive relationship between the extent of GBL use and students’ engagement. However, teachers showed no significant differences in GBL strategy use when grouped according to profile variables. These findings suggest that greater GBL use is associated with higher student engagement in TLE, although the results do not establish direct causation. Based on these findings, the researchers developed a Game-Based Learning Teacher Toolkit to help teachers improve classroom strategies, address common implementation challenges, and promote more engaging TLE instruction.

 

 

 

37 8

References

Alf, T., de Wijse, M., & Trautwein, F. (2023). The role of reflection in learning with simulation games: A multi-method quasi-experimental research. Simulation & Gaming, 54(6), 621–644. https://doi.org/10.1177/10468781231194896

An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66(6), 1505–1527. https://doi.org/10.1007/s11423-018-9620-z

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, Article 100322. https://doi.org/10.1016/j.edurev.2020.100322

Barba, J. F. (2021). Gamified e-learning platforms as strategy to increase student engagement [Action research report]. Department of Education E-Saliksik Research Portal. https://e-saliksik.deped.gov.ph/gamified-e-learning-platforms-as-strategy-to-increase-student-engagement/

Biona, M. L., Repuela, W. J., Salarda, C. J. C., Bese, C. A., Almodiel, J. G., Espinosa, D. L., Escandallo, J. C., Generalao, R. L., Muegna, K. J. R., & Cerna, C. B. (2024). Enhancing engagement of high school students through the utilization of GAME (games-based approaches-motivate engagement) intervention. Psychology and Education: A Multidisciplinary Journal, 23(2), 174–184. https://doi.org/10.5281/zenodo.13270446

Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., & Valcke, M. (2013). Acceptance of game-based learning by secondary school teachers. Computers & Education, 67, 21–35. https://doi.org/10.1016/j.compedu.2013.02.010

Breien, F. S., & Wasson, B. (2021). Narrative categorization in digital game-based learning: Engagement, motivation, and learning. British Journal of Educational Technology, 52(1), 91–111. https://doi.org/10.1111/bjet.13004

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065

Dan, N. N., Trung, L. T. B. T., Nga, N. T., & Dung, T. M. (2025). A systematic review of digital game-based learning studies focusing on K–12 educators. Review of Education, 13(1), Article e70051. https://doi.org/10.1002/rev3.70051

de Carvalho, N. A., Veiga, F. H., Martínez, I., & Veiga, C. M. (2025). Psychosocial development and student engagement in school: A study with girls and boys in early and late adolescence. Trends in Psychology. https://doi.org/10.1007/s43076-025-00440-4

Department of Education. (2023, May 26). Minecraft: Education Edition professional development cohorts (Memorandum No. DM-CT-2023-113). https://caraga.deped.gov.ph/public-files/6850

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059

Fredricks, J. A., & McColskey, W. (2012). The measurement of student engagement: A comparative analysis of various methods and student self-report instruments. In S. L. Christenson, A. L. Reschly, & C. Wylie (Eds.), Handbook of research on student engagement (pp. 763–782). Springer. https://doi.org/10.1007/978-1-4614-2018-7_37

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow, and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Hébert, C., Jenson, J., & Terzopoulos, T. (2021). “Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K–12 classrooms. E-Learning and Digital Media, 18(3), 307–324. https://doi.org/10.1177/2042753021995315

Kassab, S. E., Rathan, R., Taylor, D. C. M., & Hamdy, H. (2024). The impact of the educational environment on student engagement and academic performance in health professions education. BMC Medical Education, 24, Article 1278. https://doi.org/10.1186/s12909-024-06270-9

Korpershoek, H., Canrinus, E. T., Fokkens-Bruinsma, M., & de Boer, H. (2020). The relationships between school belonging and students’ motivational, social-emotional, behavioural, and academic outcomes in secondary education: A meta-analytic review. Research Papers in Education, 35(6), 641–680. https://doi.org/10.1080/02671522.2019.1615116

Li, M., Ma, S., & Shi, Y. (2023). Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: A meta-analysis. Frontiers in Psychology, 14, Article 1253549. https://doi.org/10.3389/fpsyg.2023.1253549

Lietaert, S., Roorda, D., Laevers, F., Verschueren, K., & De Fraine, B. (2015). The gender gap in student engagement: The role of teachers’ autonomy support, structure, and involvement. British Journal of Educational Psychology, 85(4), 498–518. https://doi.org/10.1111/bjep.12095

Nousiainen, T., Kangas, M., Rikala, J., & Vesisenaho, M. (2018). Teacher competencies in game-based pedagogy. Teaching and Teacher Education, 74, 85–97. https://doi.org/10.1016/j.tate.2018.04.012

Payot, J. M. E., Tandog, N. J., & Evardo, O. J., Jr. (2025). Jump into hopscotch: A game-based approach in enhancing students’ proficiency in triangle congruence. Davao Research Journal, 16(1), 39–51. https://doi.org/10.59120/drj.v16i1.297

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st-century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Quiblat, R. G., & Ubayubay, R. M. (2025). Teaching styles and students’ engagement among junior high schools in Claveria Districts, Misamis Oriental. American Journal of Multidisciplinary Research and Innovation, 4(2), 1–17. https://doi.org/10.54536/ajmri.v4i2.4350

Ramírez Ruiz, J. J., Vargas Sanchez, A. D., & Boude Figueredo, O. R. (2024). Impact of gamification on school engagement: A systematic review. Frontiers in Education, 9, Article 1466926. https://doi.org/10.3389/feduc.2024.1466926

Remo, R., & Marcia, A. (2025). Teachers’ demographic profile and learning resource management skills. Psychology and Education: A Multidisciplinary Journal, 34(6), 720–728. https://doi.org/10.70838/pemj.340606

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77–112. https://doi.org/10.1007/s10648-019-09498-w

Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education. Computers & Edu

Cover Image

Downloads

Published

2026-09-08

How to Cite

Development of Game-Based Learning Teacher Toolkit in Technology and Livelihood Education to Enhance Student Engagement  . (2026). Journal of Advanced Multidisciplinary Studies (JAMS), 1(2), Page 806-824. https://jamsjournal.org/JAMS/article/view/development-of-game-based-learning-teacher-toolkit-in-technology

Similar Articles

1-10 of 149

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)