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American Spaces Educational Gamification (Edgame) Quick2game Literacy Program: Basis for Classroom Game Development

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Listed:
  • Glaiza G. Dagala

    (Bulacan State University)

Abstract

This study evaluated the American Spaces Educational Gamification (EdGAME) Literacy Program as a foundation for developing a vocabulary game. A total of 58 respondents—comprising 20 Reading Coordinators, 20 Quick2Game Coordinators, and 18 School Heads from 20 participating secondary public schools under the Department of Education, Division of San Jose Del Monte—were purposefully selected. A mixed-methods sequential explanatory design was used in this study, which entails gathering and evaluating quantitative data first, then using qualitative data to clarify or expand on the quantitative findings. The quantitative data collected through the survey were analyzed using descriptive statistics, followed by a SWOT analysis. The initial statistical analysis involved calculating means and standard deviations to summarize respondents’ perceptions towards the implementation of the EdGAME program. After the descriptive results were obtained, SWOT analysis was applied to transform numerical outcomes into actionable insights.

Suggested Citation

  • Glaiza G. Dagala, 2025. "American Spaces Educational Gamification (Edgame) Quick2game Literacy Program: Basis for Classroom Game Development," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(3s), pages 5643-5706, July.
  • Handle: RePEc:bcp:journl:v:9:y:2025:i:3s:p:5643-5706
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    References listed on IDEAS

    as
    1. Gwo-Jen Hwang & Pei-Ying Chen & Shih-Ting Chu & Wen-Hua Chuang & Chin-Ya Juan & Hui-Yun Chen, 2023. "Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis," International Journal of Online Pedagogy and Course Design (IJOPCD), IGI Global Scientific Publishing, vol. 13(1), pages 1-25, January.
    2. Banan Hassan Alhajaji & Jalila Saleh Algmadi & Amal Abdelsattar Metwally, 2020. "Exploring the Success of GMT Technique: Games, Mind-Mapping, and Twitter Hashtags in Teaching Vocabulary in EFL Higher Education Environment," International Journal of Higher Education, Sciedu Press, vol. 9(3), pages 290-290, June.
    3. Abdallah Abu Qub’a & Omar Abdullah Al-Haj Eid & Ghassan Adnan Hasan & Jassim Al Herz, 2024. "The Effect of Utilizing Gamification in Enhancing English Language Skills in University Settings," World Journal of English Language, Sciedu Press, vol. 14(4), pages 428-428, July.
    Full references (including those not matched with items on IDEAS)

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