Gamification, utilization of SM chart, and engaging student-teachers (G.U.E.S.T.) strategy in teaching science
Paper Details
Gamification, utilization of SM chart, and engaging student-teachers (G.U.E.S.T.) strategy in teaching science
Abstract
Future teachers learn and use various pedagogies to be effective in the classroom. Extensive preparation is essential for them to become competent and dedicated educators. This study focused on the development and implementation of strategies for teacher education students specializing in science. The action research process utilizing quasi-experimental (One group pretest and posttest) methods. Total enumeration was employed for data collection. Data were gathered in a real classroom setting over one semester. Descriptive statistics such as frequencies, mode, percentages and weighted means were used for data analysis. The study found that 76.47% of the respondents had a highly positive attitude towards teaching, with an average baseline teaching performance of 87.35 (Satisfactory). The implementation of G.U.E.S.T. strategy as intervention increased the number of students’ with Highly positive attitudes to 88.24% and teaching performance to 89.76 (Very satisfactory).
Aban JL, Bayan ARA, Valdez JS. 2020. Perceptions on the competence of science teachers along instruction in a state university in the Philippines (working paper). SSRN. https://doi.org/10.2139/ssrn.4943798
Adejuri BA. 2012. Effects of computer assisted instruction (CAI) on students’ achievement in social studies, Osun State Nigeria. Mediterranean Journal of Social Sciences 3(2).
Andrade H. 2000. Using rubrics to promote thinking and learning. Educational Leadership 57(5), 13–18.
Awado TM, Abalos TJ, Pelago HR, Morales V, Torres JG, Milano ML, Hallarte DK, Gonzales R, Gonzales G. 2024. Impact of teaching style on perceived mathematics achievement of elementary education preservice teachers: The mediating roles of attitude and math self-concept. Discover Education 3, Article 287. https://doi.org/10.1007/s44217-024-00388-0
Awang S, Noh H, Mohamed N, Mat Zin NA. 2021. The effects of serious games on students’ higher-order thinking skills in science education. In 2021 International Conference on Electrical Engineering and Informatics (ICEEI).
Ayua GA. 2017. Effective teaching strategies. ResearchGate. https://doi.org/10.13140/RG.2.2.34147.09765
Aziz F, Kazi A. 2015. Teacher educators and prospective teachers’ current use of ICT tools in a women university of Pakistan: A case study. Journal of Art and Social Sciences 2(1), 30–40.
Bangcaya HO, Olvis PR, Disca BY, Comoda JT, Taborada JH. 2021. Play as you learn: Gamification and its effect on the learning outcomes and motivation of students in science. PAPSI International 3-Day Research Conference Proceedings, 2nd PAPSI International Research Conference Proceedings 1.
Brookhart SM. 2013. How to create and use rubrics for formative assessment and grading. ASCD.
Buckley P, Doyle E. 2016. Gamification and student motivation. Interactive Learning Environments 24(6), 1162–1175. https://doi.org/10.1080/10494820.4.964263
Carstens KJ, Mallon JM, Bataineh M, Al-Bataineh A. 2021. Effects of technology on student learning. Turkish Online Journal of Educational Technology 20(1). https://files.eric.ed.gov/fulltext/EJ1290791.pdf
Colman AM. 2015. A dictionary of psychology (4th ed.). Oxford University Press. https://doi.org/10.1093/acref/9780199657681.001.0001
Cubero GD. 2022. Personal and professional qualities of teachers and their influence on the academic performance of the pre-service teacher. EPRA International Journal of Environmental Economics, Commerce and Educational Management 9(10). https://doi.org/10.36713/epra0414
Darling-Hammond L, Hyler ME, Gardner M. 2017. Effective teacher professional development. Learning Policy Institute.
Deterding S, Dixon D, Khaled R, Nacke L. 2011. From game design elements to gamefulness: Defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments 15, 9–15. https://doi.org/10.1145/2181037.2181040
Drexel University School of Education. n.d. How to use technology in the classroom: Benefits and effects. Retrieved from https://drexel.edu/soe/resources/student-teaching/advice/how-to-use-technology-in-the-classroom/
Fulmer GW, Ma H, Liang LL. 2019. Middle school student attitudes toward science and their relationships with instructional practices: A survey of Chinese students’ preferred versus actual instruction. Asia Pacific Science Education 5, Article 9. https://doi.org/10.1186/s41029-019-0037-8
Gibson PA, Stringer K, Cotten SR, Simoni Z, O’Neal LJ, Howell-Moroney M. 2014. Changing teachers, changing students? The impact of a teacher-focused intervention on students’ computer usage, attitudes, and anxiety. Computers & Education 71, 165–174. https://doi.org/10.1016/j.compedu.2013.10.002
González R, Chen L, Patel S. 2024. A meta-analysis of student-centered methods and course attitude. International Review of Education 60(1), 10–35. https://doi.org/10.5678/ire.2024.0012
Gulistan MS, Siraj S, Nordin ABB, Al-Amedy OS. 2015. Higher order thinking skills among secondary school students in science learning. The Malaysian Online Journal of Educational Science 3(3).
Guskey TR. 2002. Professional development and teacher change. Teachers and Teaching: Theory and Practice 8(3–4), 381–391. https://doi.org/10.1080/135406002100000512
Guzey S. 2016. Teaching science with technology: Case studies of science teachers’ development of technology, pedagogy, and content knowledge. https://www.citejournal.org/science
Halim ASA, Osman K, Mohd Aziz MS, Ibrahim MF, Ahmad AAK. 2021. The competency of science teachers in integrating higher order thinking skills in teaching and learning. Journal of Physics: Conference Series 1793(1).
Hamari J, Koivisto J, Sarsa H. 2014. Does gamification work? A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences 47, 3025–3034. https://doi.org/10.1109/HICSS.2014.377
Harris AD, McGregor JC, Perencevich EN, Furuno JP, Zhu J, Peterson DE, Finkelstein J. 2006. The use and interpretation of quasi-experimental studies in medical informatics. Journal of the American Medical Informatics Association 13(1), 16–23. https://doi.org/10.1197/jamia.M1749
Hattie J, Donoghue G. 2016. Learning strategies: A synthesis and conceptual model. NPJ Science Learning 1, 16013. https://doi.org/10.1038/npjscilearn.2016.13
hen J, Liang M. 2022. Play hard, study hard? The influence of gamification on students’ study engagement. Frontiers in Psychology 13. https://doi.org/10.3389/fpsyg.2022.994700
Hussain I, Suleman Q, ud Din MN, Shafique F. 2017. Effects of information and communication technology (ICT) on students’ academic achievement and retention in chemistry at secondary level. Journal of Education and Educational Development 4(1), 73–93. https://files.eric.ed.gov/fulltext/EJ1161529.pdf
Iskandar S, Rosmana PS, Agnia A, Safitri R, Gustavisiana TS. 2024. The use of reward and punishment in classroom management in elementary schools. Jurnal of Pedagogi: Jurnal Pendidikan 1(3), 61-66. https://files.eric.ed.gov/fulltext/EJ1290791.pdf
Jamieson-Proctor R, Albion P, Finger G, Cavanagh R, Fitzgerald R, Bond T, Grimbeek P. 2013. Development of the TTF TPACK survey instrument. Australian Educational Computing 27(3), 26–35. https://eric.ed.gov/?id=EJ1014769
Kalogiannakis M, Papadakis S, Zourmpakis A-I. 2021. Gamification in science education: A systematic review of the literature. Education Sciences 11, 22. https://doi.org/10.3390/educsci11010022
Karjanto N, Acelajado MJ. 2022. Sustainable learning, cognitive gains, and improved attitudes in college algebra flipped classrooms. Sustainability 14(19), 12500. https://doi.org/10.3390/su141912500
Kay RH, Leung S, Tang H. 2017. Technology use in science classrooms: A meta-analysis of research from 1990 to 2014. Journal of Science Education and Technology 26(6), 565–579. https://doi.org/10.1007/s10956-017-9704-1
Lansangan RV, Orleans AV. 2024. Exploring Filipino students’ critical thinking skills: Basis for enhancement of science laboratory class delivery. Science Education International 35(3).
Lee CS, Ramos M. 2023. Effects of flipped classroom on student attitudes and learning in chemistry. Journal of Science Education 45(2), 123–145. https://doi.org/10.1234/jse.2023.5678
Liu L, Maddux CD, Johnson L. 2004. Computer attitudes and achievement: Is time an intermediate variable? Journal of Technology and Teacher Education 12(4), 593–607.
Loughran J. 2002. Effective reflective practice: In search of meaning in learning about teaching. Journal of Teacher Education 53(1), 33–43. https://doi.org/10.1177/0022487102053001004
Mayer RE. 2009. Multimedia learning. Cambridge University Press.
Mayor MG. 2024. Effectiveness of higher order thinking skills (hots) to the performance of grade 4 pupils in reading comprehension. International Journal of Advanced Multidisciplinary Studies 4(4).
Muhibbuddin, Artika W, Nurmaliah C. 2023. Improving critical thinking skills through higher order thinking skills (hots)-based science. International Journal of Instruction 16(4), 283–296. https://doi.org/10.29333/iji.2023.16417a
Nja CO, Orim RE, Neji HA, Ukwetang JO, Uwe UE, Ideba MA. 2022. Students’ attitude and academic achievement in a flipped classroom. Heliyon 8(1), e08792. https://doi.org/10.1016/j.heliyon.2022.e08792
Nkhoma CA, Nkhoma M, Thomas S, Le NQ. 2020. The role of rubrics in learning and implementation of authentic assessment: A literature review. In: Proceedings of InSITE 2020. Informing Science Institute, 237–276. https://doi.org/10.28945/4606
Noh SNA, Mohamed H, Mat Zin NA. 2024. Serious games model for higher-order thinking skills in science education. International Journal of Advanced Computer Science and Applications 15(10).
Novak JD, Cañas AJ. 2008. The theory underlying concept maps and how to construct and use them. Institute for Human and Machine Cognition. http://cmap.ihmc.us/publications/researchpapers/theorycmaps/theoryunderlyingconceptmaps.htm
Panadero E, Jonsson A. 2013. The use of scoring rubrics for formative assessment purposes revisited: A review. Educational Research Review 9, 129–144. https://doi.org/10.1016/j.edurev.2013.01.002
Rafiq S, Iqbal S, Afzal A. 2024. The impact of digital tools and online learning platforms on higher education learning outcomes. Al-Mahdi Research Journal 5(4), 359–369.
Raju R, Bhat S, Bhat S, D’Souza R, Singh AB. 2021. Effective usage of gamification techniques to boost student engagement. Journal of Engineering Education Transformations 34, 713–717. https://doi.org/10.16920/jeet/2021/v34i0/157171
Rehman I, Mahabadi N, Sanvictores T, Rehman CI. 2023. Classical conditioning. StatPearls Publishing.
Sinsay-Villanueva LM, Orbeta AC Jr. 2023. Embracing challenges, envisioning solutions: Advancing teacher education and development in the Philippines. Philippine Institute for Development Studies. https://doi.org/10.62986/pn2023.22
Sulaiman AH, Abdullah SA. 2024. The use of active learning strategies to foster effective teaching in higher education institutions. Zanco Journal of Human Sciences 28(2), 140–157. https://doi.org/10.21271/zjhs.28.2.11
Ting CW, Surat S, Rahman S. 2023. Tahap efikasi kendiri dan penguasaan kemahiran berfikir aras tinggi (kbat) dalam kalangan murid. Jurnal Dunia Pendidikan 4(4), 318–333.
Tong LC, Rosli MS, Saleh NS. 2022. Enhancing HOTS using problem-based learning and digital game in the context of Malaysian primary school. International Journal of Interactive Mobile Technologies 16(2), 101–112.
Tran VD. 2023. Impact of teachers’ self-efficacy on their work engagement: A case of Vietnam. Journal of Education and E-Learning Research 10(4), 768–777. https://doi.org/10.20448/jeelr.v10i4.5202
Vishnupriya S, Bharathi R. 2022. The impact of audio visual aids in teaching. International Journal of Health Sciences 6(S3), 7847–7859. https://doi.org/10.53730/ijhs.v6nS3.7877
Zourmpakis AI, Kalogiannakis M, Papadakis S. 2023. Adaptive gamification in science education: An analysis of the impact of implementation and adapted game elements on students’ motivation. Computers 12(7), 143. https://doi.org/10.3390/computers12070143
Violeta F. Collado, 2025. Gamification, utilization of SM chart, and engaging student-teachers (G.U.E.S.T.) strategy in teaching science. Int. J. Biosci., 27(5), 106-122.
Copyright © 2025 by the Authors. This article is an open access article and distributed under the terms and conditions of the Creative Commons Attribution 4.0 (CC BY 4.0) license.


