In recent years, there has been a growing interest in utilizing game-based learning tools to enhance student engagement and educational outcomes. This study explores the use of APeriod Go, an educational board game, to enhance student engagement in Araling Panlipunan. The study aimed to determine if the game could improve student engagement and learning outcomes in a subject often perceived as uninteresting. A quantitative research design was employed, utilizing a Likert Scale-based survey to measure student engagement levels before and after implementing the board game. The sample consisted of fifty Grade 5 learners from two heterogeneous sections, representing a diverse range of academic abilities. The pre-survey showed moderate student engagement, while the post-survey increased, indicating consistent active participation in Araling Panlipunan. The difference between the pre-survey and post-survey was statistically significant, demonstrating the intervention's enhancement in the engagement of students towards Araling Panlipunan. Integration of innovative teaching aids like “APeriod Go” into the curriculum expands the integration of this educational board game into other grade levels and subjects leading towards the student-led game development. The research highlights the importance of creating engaging educational experiences to make learning more meaningful and enjoyable for students. Future research could explore the long-term effects of such interventions and their applicability across various educational contexts and subjects.
APeriod GO, engagement level, game-based, gamification, teaching aid
Ma. Lourdes M. Adizas. Corresponding author. Undergraduate student-researcher, Laguna University, College of Education. Email: malourdesadizas@gmail.com
Michelle O. Coraza. Undergraduate student-researcher, Laguna University, College of Education.
Shayne A. dela Cruz. Undergraduate student-researcher, Laguna University, College of Education.
Anthonette Lyn C. Delicano. Undergraduate student-researcher, Laguna University, College of Education.
Dana Angela B. Javier. Undergraduate student-researcher, Laguna University, College of Education.
No potential conflict of interest was reported by the author(s).
This work was not supported by any funding.
AI tools were not used in writing this paper.
This paper is presented in the 2nd International Student Research Congress (ISRC) 2025
Agregado, M.E.P., Gaitano, J.H. & Martir, E.M. (2024). Learners’ motivation and engagement in learning. International Journal of Science and Management Studies (IJSMS), 7(I5), 71-84.
Alejandria, L. N., Bajenting, J. M. S., Pacatan, M. A. L. D., & Diquito, T. J. A. (2023). The use of educational board game as a supplemental tool in learning periodic table of elements among senior high school students. American Journal of Education and Technology, 2(1), 60–67. https://doi.org/10.54536/ajet.v2i1.1292
Barull, N. (2024). Do you play in class? Board games to promote cognitive and educational development in primary school: A cluster randomized controlled trial. Learning and Instruction, 93,101946. https://doi.org/10.1016/j.learninstruc.2024.101946
Botes, W. (2024). Demonstrating pedagogical content knowledge through the development of educational science board games. European Journal of STEM Education, 9(1), 01. https://doi.org/10.20897/ejsteme/14136
Buenaflor, A. (2024). AGILA (Araling Panlipunan Game-based Interactive Learning Activity): Boosting the learning attitudes of the students. International Journal of Research and Innovation in Social Science, 8(2), 414–424.
Bulut, D., Samur, Y., & Cömert, Z. (2022). The effect of the educational game design process on students’ creativity. Smart Learning Environments, 9(1). https://doi.org/10.1186/s40561-022-00188-9
Chen, M., Tsai, S., & Chang, C. (2019). Effects of game-based instruction on the results of primary school children taking a natural science course. Education Sciences, 9(2), 79. https://doi.org/10.3390/educsci9020079
Cheung, S., & Ng, K. (2021). Application of the educational game to enhance student learning. Frontiers in Education, 6. https://doi.org/10.3389/feduc.2021.623793
Cosme, M. (2019). Impact of grade 9 students’ behavior in the academic performance in Araling Panlipunan at Wenceslao Trinidad memorial national high school. Ascendens Asia Journal of Multidisciplinary Research Abstracts, 3(2E).
Dabbous, M., Kawtharani, A., Fahs, I., Hallal, Z., Shouman, D., Akel, M., Rahal, M., & Sakr, F. (2022). The role of game-based learning in experiential education: Tool validation, motivation assessment, and outcomes evaluation among a sample of pharmacy students. Education Sciences, 12(7), 434. https://doi.org/10.3390/educsci12070434
Dahalan, F., Alias, N., & Shaharom, M. (2024). Gamification and game based learning for vocational education and training: A systematic literature review. Education and Information Technologies, 29(2), 1279–1317. https://doi.org/10.1007/s10639-022-11548
Estrada-Plana, V., Martínez-Escribano, A., Ros-Morente, A., Mayoral, M., Castro-Quintas, A., Vita-Barrull, N., Terés-Lleida, N., March-Llanes, J., Badia-Bafalluy, A., & Moya-Higueras, J. (2024). Benefits of playing at school: Filler board games improve visuospatial memory and mathematical skills. Brain Sciences, 14(7), 642. https://doi.org/10.3390/brainsci14070642
Galoyo, F. (2021). Difficulties encountered by Calaca senior high school learners in science subjects: An input to game based learning strategy (GBLS), IJREAM, 4(8), 83–87.
Greenhalgh, S. (2024). The fun of its parts: Design and player reception of educational board games. CITE Journal – Contemporary Issues in Technology and Teacher Education. https://citejournal.org/volume-19/issue-3-19
Gregorio, M. P., Sardina, D. P., & Olonan, A. D. V. (2024). Enhancing the inference skills of selected AP (Araling Panlipunan)-Grade 7 students at OCABIS (Old Cabalan Integrated School): A study utilizing the snake and ladder board game. Journal of Elementary and Secondary School, 2(2), 62–76. https://doi.org/10.31098/jess.v2i2.2476
Hasan, K. Zainal, Z. & Suhadjerah. (2020). The development of learning media of Pakakala Boardgame. Journal of Educational Science and Technology, 6(1), 48. https://doi.org/10.26858/est.v6i1.12351
Havziu, B., Barakovska, A., Memedi, L., & Ramadani Rasimi, T. (2023). Learning through games and its impact on the development of student’s knowledge during the pandemic period. International Journal of Cognitive Research in Science, Engineering and Education (IJCRSEE), 11(2), 311–319. https://doi.org/10.23947/2334-8496-2023-11-2-311-319
Hou, HT., Wu, CS. & Wu, CH. (2023). Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns. J. Comput. Educ. 10, 273–291. https://doi.org/10.1007/s40692-022-00231-1
Jipa, C. Berce, C. & Cosma, M. (2023). The impact of using board games on the development of situational motivation in primary school children. Journal Plus Education, 33, 10-27. https://doi.org/10.24250/jpe/SI/2023/CJ/CAB/MC/
Khaldi, A., Bouzidi, R. & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learn. Environ. 10, 10 (2023). https://doi.org/10.1186/s40561-023-00227-z
Lane, S. (2023). Importance of educational games for students. EduEdify. https://eduedify.com/importance-of-educational-games-for-students/
McLeod, S. (2022). Kolb’s learning styles and experiential learning cycle. Simply Psychology. https://www.simplypsychology.org/learning-kolb.html
Nadeem, M., Oroszlányová, M., & Farag, W. (2023). Effect of digital game-based learning on student engagement and motivation. Computers, 12(9), 177. https://doi.org/10.3390/computers12090177
Nautiyal, V. Silverio, S. & Salvador, E. (2024). Let’s get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. Front. Educ. 9, 1420515. https://doi.org/10.3389/feduc.2024.1420515
Ong, K.C.A. & Linaugo, J.D. (2019). The usefulness and impact of ChemSaga as a tool to teach periodic table of elements. Journal of Science Teachers and Educators, 2(1), 1-15. https://nosteonline.org/wp-content/uploads/2019/06
Piyawattanaviroj, P., Maleesut, T., & Yasri, P. (2019). An educational card game for enhancing students’ learning of the periodic table. In J. Kutaka-Kennedy (Ed.), Proceedings of the 2019 3rd International Conference on Education and Multimedia Technology (pp. 380-383). https://doi.org/10.1145/3345120.3345165
Poole, F., Clarke-Midura, J., Sun, C. & Lam, K. (2019). Exploring the pedagogical affordances of a collaborative board game in a dual language immersion classroom. Foreign Language Annals, 52(4), 753-775. https://doi.org/10.1111/flan.12425
Rajković, A. Ružić, M. & Ljujić, B. (2020). Board games as educational media: Creating and playing board games for acquiring knowledge of history. IARTEM E-Journal, 11(2). https://doi.org/10.21344/iartem.v11i2.582
Rudenskyi, R. (2024). Board games’ educational potential for senior preschool children and primary school students: History and modernity. Bulletin of the Cherkasy Bohdan Khmelnytsky National University, 2, 87-93. https://doi.org/10.31651/2524-2660-2024-2-87-93
Selvi, M. & Çoşan, A.O. (2018). The effect of using educational games in teaching kingdoms of living things. Universal Journal of Educational Research, 6(9), 2019 – 2028. https://doi.org/10.13189/ujer.2018.060921
Serhat, K. (2021). Constructivist Learning Theory. https://educationaltechnology.net/constructivist-learning-theory/
Shu, L. & Liu, M. (2019). Student engagement in game-based learning: A literature review from 2008 to 2018. Journal of Educational Multimedia and Hypermedia, 28(2), 193-215.
Spiegel, C. N., Alves, G. G., Cardona, T. D. S., Melim, L. M., Luz, M. R., Araújo-Jorge, T. C., & Henriques-Pons, A. (2008). Discovering the cell: An educational game about cell and molecular biology. Journal of Biological Education, 43(1), 27-36.
Thiell, M. (2022). Exploring using game-based learning and gamification in a secondary classroom to increase engagement. Culminating Experience Projects, 216. https://scholarworks.gvsu.edu/gradprojects/216
Tomines, E.M.M., Tipolo, A.A.P., & Pantao, J.G. (2021). Ap-Dama design: Effectiveness on test performance of the pupils in Araling Panlipunan. ASEAN Journal of Basic and Higher Education, 5(1), 41-64.
Cite this article:
Adizas, M.L.M., Coraza, M.O., dela Cruz, S.A., Delicano, A.L.C. & Javier, D.A.B. (2025). APeriod Go: Educational board game for students’ engagement. International Student Research Review, 2(1), 34-51. https://doi.org/10.53378/isrr.168
License:
This work is licensed under a Creative Commons Attribution (CC BY 4.0) International License.