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Gamifying Technology and Livelihood Education: Instructors’ Lived Experiences with Technology Applications in Core Subject Teaching

Aler L. Pagente, Bernardo T. Crisologo, Ma. Liberty B. Doncillo and Nadeth R. Leopoldo
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Aler L. Pagente: University of Science and Technology of Southern Philippines, Oroquieta Campus, Philippines
Bernardo T. Crisologo: University of Science and Technology of Southern Philippines, Oroquieta Campus, Philippines
Ma. Liberty B. Doncillo: University of Science and Technology of Southern Philippines, Oroquieta Campus, Philippines
Nadeth R. Leopoldo: University of Science and Technology of Southern Philippines, Oroquieta Campus, Philippines

International Journal of Research and Innovation in Social Science, 2024, vol. 8, issue 11, 1079-1088

Abstract: There have been many studies about the advantages of gamification method in the teaching and learning process of the students. Studies have shown that it ignites interest, motivates engagements, stimulates positive character and significantly enable students to learn. However, there have been limited studies of incorporating gamification to students in teaching core subjects especially to a practical field in Technology and Livelihood Education. To contribute to the limited studies, this research aims to analyze lived experiences of teachers who employ gamification method using technology applications in teaching core subjects in Technology and Livelihood Education. The six participants of the study were college instructors who handled major subjects for the second semester in the academic year of 2023 to 2024 at a State University in Oroquieta City, Misamis Occidental, Philippines. The research employed phenomenology as its qualitative design. The researchers employed purposive sampling to choose participants and utilized a semi-structured questionnaire for the focus group discussions. The instrument underwent content evaluation by experts. The researchers analyzed the recorded data and transcribed them through conventional content analysis approach to identify and analyze recurring themes. There are two themes that emerged from the discussion: the first theme is “game-based applications are effective methods in teaching and learning process†and the second theme is “barriers in the implementation†. With these, results showed that gamification method in teaching major subjects promotes active participation of students and allows innovative strategies for teachers to employ in class despite having various difficulties. Hence, it is imperative to invest funds for the necessary materials for gamification methods.

Date: 2024
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