Year: 2025
Type: article
Abstract: 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.
DOI: 10.17158/kvkhzj12
Authors: Archie Gonzaga, Rogelio Badiang
Language: English
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: bronze
OpenAlex ID: W7202053989
