Radaza_Report_Gamification and Simulation Software.pptx
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Oct 08, 2025
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About This Presentation
Simulation software
Size: 3.15 MB
Language: en
Added: Oct 08, 2025
Slides: 28 pages
Slide Content
Emerging Trends in Educational Software: Gamification and Simulation Software (Enhancing Learning Through Engagement and Experience) Prepared by: Noraisah U. Radaza PhD-EdMgt2
🧠 Introduction In today’s digital classrooms, educational software has taken center stage in transforming how students learn and interact. Two key trends: gamification and simulation are reshaping instruction by increasing motivation, engagement, and hands-on experience.
🏛️ Theoretical Framework Constructivist Learning Theory (Piaget, 1950s; Vygotsky, 1978) Learners actively construct knowledge through experiences. Gamification and simulation provide interactive, contextual, and student-centered learning . Zone of Proximal Development (ZPD) supports scaffolded learning through virtual tasks. Self-Determination Theory (Ryan & Deci, 1985) Focuses on autonomy , competence , and relatedness . Gamified systems trigger intrinsic motivation by allowing choice, mastery, and collaboration.
🎮 What is Gamification? Gamification is the integration of game mechanics (e.g., points, levels, badges) into educational activities to motivate learners , promote engagement , and enhance learning outcomes . Core Elements: Rewards (badges, stars) Levels or stages Leaderboards Challenges and missions Progress tracking
RESEARCH RELATED Duterte (2024) Participants: 133 undergraduate students from three private universities in Manila Gamification elements: Points, badges, and leaderboards integrated into course activities Findings: Significant improvements in academic performance and motivation Increased engagement, enjoyment, and willingness to participate in learning tasks Encouraged healthy competition and collaboration among students Citation: Duterte, J. P. (2024). The impact of educational gamification on student learning outcomes . International Journal of Research and Innovation in Social Science (IJRISS). https://dx.doi.org/10.47772/IJRISS.2024.8100040
RESEARCH RELATED Moldez et al. (2024) Context: University of the Philippines Open University MOOCs Gamification elements: Badges, leaderboards, and progress bars Findings: Higher learner motivation, participation, and course completion rates Students reported greater satisfaction with the online learning environment Promoted self-directed learning and sustained engagement , especially in asynchronous settings Citation: Moldez, C., Crisanto, M. A., Cerdeña, M. G. R., Maranan, D. S., & Figueroa, R. (2024). Innovation in education: Developing and assessing gamification in MOOCs . arXiv:2409.03309. https://arxiv.org/abs/2409.03309
📚 Kahoot! Overview: A game-based quiz platform used for reviews and formative assessment. Features: Timed multiple-choice questions Leaderboards and music Real-time feedback Works on any device Use in Class: Enhances student participation and recall Ideal for quick checks of understanding Link: https://kahoot.com
📚 Quizizz Overview: Similar to Kahoot! but allows self-paced game modes with humorous memes and power-ups. Features: Homework options Real-time analytics Question bank access Custom avatars and themes Use in Class: Supports asynchronous or live gamified assessments Keeps learners engaged at their own pace Link: https://quizizz.com
📚 Other Gamification Tools Tool Key Feature Ideal For Gimkit Earn virtual money to upgrade performance Vocabulary and review drills Blooket Multiple game modes with quizzes Independent or group play Minecraft Education Sandbox learning through virtual worlds STEM, collaboration projects
📚 Gimkit
📚 Blooket
📚 Minecraft Education
Research Related Kahoot https://kahoot.com/research-articles/ Quizizz https://www.researchgate.net/publication/359421796_The_Use_of_Quizizz_as_an_Online_Teaching_and_Learning_Assessment_tool_in_an_ESL_Classroom_A_Systematic_Literature_Review https://www.researchgate.net/publication/352218877_Teachers%27_Perception_towards_the_Use_of_Quizizz_in_the_Teaching_and_Learning_of_English_A_Systematic_Review Gimkit https://www.sciencedirect.com/science/article/abs/pii/S1471595323000574 https://soar.suny.edu/bitstream/handle/20.500.12648/16046/Wright_implemneting_gimkit.pdf?isAllowed=y&sequence=1
Research Related Blooket https://journal.iaincurup.ac.id/index.php/english/article/view/7406 https://www.macrothink.org/journal/index.php/ijele/article/view/21758 Minecraft Education https://pmc.ncbi.nlm.nih.gov/articles/PMC10170428/ https://www.sciencedirect.com/science/article/pii/S2666557322000222
🧪 Simulation Software Simulation software recreates real-life scenarios in a digital environment to allow students to experiment, explore, and solve problems without real-world consequences .
RESEARCH RELATED Virtual Simulation in Science Education (2024) Participants: Senior high school students in Bulacan Simulation elements: Virtual simulation applications for science concepts Findings: Significant improvements in post-test scores compared to the control group Increased student engagement and understanding of scientific concepts Interactive simulations facilitated deeper learning and concept retention Citation: Santos, M. L., & Cruz, R. P. (2024). Improving academic performance using virtual simulation in senior high school science education . Journal of Science Education Research. https://journals.indexcopernicus.com/api/file/viewByFileId/1824905
RESEARCH RELATED Clinical Simulation in Nursing Education (2023) Participants: Filipino nursing students Simulation elements: Low-cost simulators and mannequin-based simulations Findings: Increased self-confidence in performing clinical tasks Provided opportunities to practice and refine skills in a controlled environment Enhanced preparedness for real-life clinical situations Citation: dela Cruz, J. A., & Reyes, P. F. (2023). Filipino nursing students’ use of low-cost simulators to enhance clinical competence . PMC Nursing Education Articles. https://pmc.ncbi.nlm.nih.gov/articles/PMC9388447/
Examples PhET Simulations (Math and Science) Sketchpad (Arts) Elsa Speak (English) Legends of Learning (TLE)
PhET Interactive Simulations Field: Science and Math (Physics, Chemistry, Biology, Algebra) What it does: Lets students manipulate variables in virtual experiments (e.g., projectile motion, electric circuits). Platform: Web-based and mobile Link: https://phet.colorado.edu
Sketchpad Field : MAPEH – Arts (Digital Drawing and Design) What it does : Simulates drawing and creative expression using a variety of tools for painting, sketching, and illustration. Platform : Web-based Link : https://sketch.io/sketchpad/
ELSA Speak Field : English (Pronunciation and Speaking Fluency) What it does : Uses AI to simulate conversations and provides feedback on pronunciation, intonation, and fluency. Platform : Mobile (iOS & Android) • Link : https://www.elsaspeak.com
Legends of Learning Field : TLE – Home Economics (Cookery, Food Handling) What it does : Simulates real-world food safety scenarios and kitchen hygiene practices for learners in culinary arts. Platform : Web-based Link : https://www.legendsoflearning.com/learning-objectives/culinary-safety-and-sanitation/
Legends of Learning
Research Related PhET https://pmc.ncbi.nlm.nih.gov/articles/PMC9761040 https://phet.colorado.edu/publications/MPTL_2010_PhET_final.pdf ? Sketchpad https://www.researchgate.net/publication/323887863_DIGITAL_SKETCHING_IN_DESIGN_EDUCATION https://www.tandfonline.com/doi/full/10.1080/2331186X.2025.2481679?
Research Related ELSA Speak https://www.researchgate.net/publication/377226189_The_Effect_of_Using_Elsa_Speak_App_for_First-Semester_Students%27_English_Speaking_Proficiency https://journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0317378&utm_ Legends of Learning https://www.rovio.com/articles/legends-of-learning-launches-angry-birds-themed-educational-games-with-rovio-entertainment/?utm
References Piaget, J. (1952). The origins of intelligence in children (M. Cook, Trans.). New York: International Universities Press. (Original work published in 1936, often cited in reference to 1950s constructivist thought.) Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes . Cambridge, MA: Harvard University Press. Ryan, R. M., & Deci, E. L. (1985). Intrinsic motivation and self-determination in human behavior . New York: Plenum.