Dennis Ibahan’s Updates

Leveling Up Learning: Gamification Practices in Philippine Online and Blended Classrooms

What is Active Learning in e-Learning Ecologies?

In e-Learning Ecologies (Cope & Kalantzis, 2017), digital environments are seen as spaces where students can go beyond passive instruction and become active knowledge makers. One of the most exciting approaches that embody this principle is gamification—the integration of game-based elements into learning environments to increase engagement, motivation, and participation.

Defining Gamification

Gamification applies mechanics like points, leaderboards, badges, quests, and rewards into educational settings. It shifts learning from passive memorization to active participation, where learners interact, solve problems, and reflect. In the Philippine context—where online and blended learning have become increasingly common—gamification offers a lively way to capture student interest and sustain motivation.

Examples in the Philippine Setting

During the pandemic, many DepEd teachers across the Philippines adopted platforms like Kahoot! and Quizizz to make online classes more interactive. For example, in Marinduque National High School, teachers reported higher participation when students competed in real-time quizzes that rewarded accuracy and speed with points.

At the higher education level, some universities have integrated gamified modules into their Learning Management Systems (LMS). For instance, students in IT and education programs earn “experience points (XP)” and badges for completing lessons and discussions. This mirrors the structure of video games, motivating learners to advance through challenges at their own pace.

Apps like Duolingo, used by Filipino learners to improve English proficiency, also provide a strong model. By rewarding learners with streaks and badges, it transforms repetitive drills into engaging daily challenges.

Why It Matters

Gamification promotes interaction, decision-making, and active engagement, transforming learners from passive recipients into active participants. In Philippine classrooms—whether in rural provinces like Marinduque or urban centers—gamification makes online and blended education more exciting, relevant, and effective.

 

References

Cope, B., & Kalantzis, M. (2017). e-Learning Ecologies: Principles for New Learning and Assessment. Routledge.

Kahoot! Official Website

Quizizz for Education

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.