Title: Optimizing Students' Engagement in Araling Panlipunan 10 Through Tuklas-Talino Gamification
Authors: Rezel S. Perohan , Grykha Krezzan S. Coritico , Michael Roy U. Formento , Bebelou Irene A. Daanoy , ,Kim Q. Sipin
Volume: 10
Issue: 2
Pages: 39-46
Publication Date: 2026/02/28
Abstract:
Contemporary education increasingly recognizes the importance of student engagement in effective learning, particularly in subjects like Araling Panlipunan where traditional teaching methods often fail to sustain interest. This study was conducted at Bukidnon State University Secondary Laboratory School during the 3rd quarter of the school year, involving 45 Grade 10 students who exhibited concerning levels of disengagement-with only 40% actively participating and 58% reporting boredom in pre-test assessments. Despite growing research on teaching strategies, significant gaps remain regarding the effectiveness of gamification in Philippine classrooms, particularly its impact on both engagement and disaffection dimensions. The study aimed to optimize engagement through Tuklas-Talino gamification by specifically measuring changes in four dimensions: behavioral engagement, emotional engagement, behavioral disaffection, and emotional disaffection. Using a one-group pretest-posttest design, the intervention employed a Jeopardy-style quiz game with competitive and collaborative elements, with data collected through Likert-scale questionnaires and analyzed via paired t-tests. Results showed significant improvements across all dimensions (p<0.001), particularly in emotional engagement where "Class is fun" ratings increased from 2.36 to 3.13. Future research should explore longitudinal effects and adaptations for diverse learning contexts, while addressing potential drawbacks of gamification's competitive aspects. These findings demonstrate how well-designed gamification can transform engagement in social studies education.