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This study determined the effectiveness of gamified learning activities in teaching chemical reactions among Grade 10 Junior high school students at Teodoro dela Vega Memorial National High School, Papan, Sibonga, Cebu, during the First Term of School Year 2026–2027. It examined students’ performance in selected competencies, compared their pre-test and post-test mean gains, and assessed their level of agreement with the activities in terms of engagement, understanding of concepts, motivation, and overall effectiveness. A quasi-experimental research design involving control and experimental groups was employed. An adapted and modified test questionnaire was administered before and after the intervention. The experimental group participated in gamified learning activities using Kahoot! and Wayground, while the control group received conventional instruction. Mean and standard deviation were used to describe students’ performance and responses, while paired-samples and independent-samples t-tests were used to determine significant differences in scores and mean gains. Effect size was computed to determine the magnitude of the differences. Both groups improved in their post-test performance, but the experimental group generally obtained higher mean gains. A significant difference in mean gains was found for identifying common acids, bases, and salts using different indicators, while no significant differences were found for describing indicators, types of chemical reactions and explaining their importance to the natural and built environments. Overall, the experimental group obtained a significantly greater mean gain with a large effect size. Students also expressed a highly positive level of agreement with the gamified learning activities, with engagement obtain the highest rating. The study concludes that gamified learning activities can serve as an effective supplementary instructional strategy for teaching chemical reactions. An Enhanced gamified learning activities in Chemical Reactions instructional package was proposed to provide interactive, curriculum-aligned, and flexible digital and printable learning resources.
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ANAFE P. ZAMORA (2026) studied this question.
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