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Enhancing Grade 7 Students’ Participation in Filipino Class Through the Use of Bingo Game

Author

Listed:
  • Mary June O. Azcona

    (Misamis University, Ozamiz City)

  • Merced S. Galleros

    (Labo National High School, Ozamiz City)

  • Genelyn R. Baluyos

    (Misamis University, Ozamiz City)

Abstract

Filipino is a vital subject that serves as a foundation for understanding the nation’s identity, culture, and values.  The research meant in determining the effectiveness of enhancing grade 7 students’ participation in Filipino class through the use of bingo game in S.Y. 2024–2025 in a public institution in Ozamiz. The study employed a classroom-based action research design involving 30 purposively selected student participants. Data collection was carried out through researcher-developed checklists and guided interview questions. The gathered information was subsequently examined and interpreted with the aid of statistical techniques and qualitative analysis software. The results of the study were: the level of Grade 7 students’ participation in Filipino class before the implementation of the Bingo Game was moderate high, the level of Grade 7 students’ participation in Filipino class after the implementation of the Bingo Game was high, there was a highly significant difference in the level of Grade 7 students’ participation in Filipino class before the implementation of the Bingo Game, and additional improvements observed among students after the implementation of the Bingo Game was increased students’ interest, and sustained students’ attention in Filipino class. Bingo game intervention in Filipino class can significantly enhance students’ participation in the Filipino class. Teachers may include games in every lesson to maintain student engagement and make learning more interactive.

Suggested Citation

  • Mary June O. Azcona & Merced S. Galleros & Genelyn R. Baluyos, 2025. "Enhancing Grade 7 Students’ Participation in Filipino Class Through the Use of Bingo Game," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(3s), pages 7093-7103, September.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-3s:p:7093-7103
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    References listed on IDEAS

    as
    1. Maxwell Hartt & Hadi Hosseini & Mehrnaz Mostafapour, 2020. "Game On: Exploring the Effectiveness of Game-based Learning," Planning Practice & Research, Taylor & Francis Journals, vol. 35(5), pages 589-604, October.
    2. Choi, Jongwoon (Willie) & Presslee, Adam, 2023. "When and why tangible rewards can motivate greater effort than cash rewards: An analysis of four attribute differences," Accounting, Organizations and Society, Elsevier, vol. 104(C).
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