Abstract—Presently, many students are unmotivated and
lack interest in studying that they would prefer playing games
or watching movies. It would be beneficial for the students if
they were playing while learning at the same time. As the team
considered the current pandemic, COVID19, can also be a case
to be considered on hindering a lot of students to study in their
own respective schools. The team decided to create an
educational game implementing a different learning process for
the students. The game is not only developed to help the
students on learning but also engages them and tests their
cognitive abilities on solving different puzzles. Taking the
advantage of being able to be exposed in a gamified learning at
their own home, it can assist the teachers in refreshing or
enhancing the students' knowledge.
Index Terms—Educational game, cognitive abilities, gamified
learning.
The authors are with Mapua University, Philippines (e-mail:
mjcsamonte@yahoo.com, damedel@mymail.mapua.edu.ph,
jmnodicta@mymail.mapua.edu.ph, mzltsantos@mymail.mapua.edu.ph).
Cite: Eric B. Blancaflor, Kim David G. Camaongay, James Adrian S. Chua, and Genesis A. Echanes, "A Gamified Educational Learning Module for Core Subjects in an Elementary Level," International Journal of Information and Education Technology vol. 12, no. 11, pp. 1280-1285, 2022.
Copyright © 2022 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).