DESIGN and Evaluation of a Gamified Learning TOOL
DOI:
https://doi.org/10.17158/kvkhzj12Keywords:
Education, ITI, learning tool, computer programming, gamification mobile applicationAbstract
This study utilized a quantitative descriptive design to design and evaluate Quackademy, a gamified mobile learning tool aimed at enhancing computer programming education and supporting UN Sustainable Development Goal 4 (Quality Education) among public senior high school students in Region XI, Philippines. The research addressed four 'least mastered competencies'—Java syntax, package importing, loop constructs, and application development—by integrating specific gamification elements like points, badges, and the interactive 'Duck Race' game. Acceptance was measured using the Gamification Acceptance Model (GAM), with findings indicating high acceptance and strong user motivation. The study concludes with practical implications for teachers, administrators, and curriculum planners to facilitate the sustainable adoption of competency-based gamified learning across the Davao Region.