Submitted:
31 January 2026
Posted:
02 February 2026
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Abstract
Keywords:
I. Introduction
II. Conceptual Framework

III. Methodology
IV. Validity and Reliability
V. Scope and Delimitation
VI. Review of Related Literature
| Author(s) & Year | Focus | Key Findings | Limitations / Gaps |
| Shen, Lai, & Wang (2024) | Gamification in online language learning | Enhanced motivation and improved learning outcomes | Limited to online contexts; lacks institutional compliance perspective |
| Celasun & Üstün Kaya (2024) | Vocabulary acquisition through gamification | Improved vocabulary retention and learner engagement | Focused on short-term gains; limited discussion of accreditation alignment |
| Adzmi, Bidin, Selvaraj, & Saad (2024) | Engagement and collaboration | Gamification fosters peer interaction, satisfaction, and sustained motivation | Context limited to tertiary ESL learners; compliance dimension absent |
| Zhang & Hasim (2023) | Systematic review of gamification in language acquisition | Supports persistence and active participation | Broad synthesis; lacks Philippine contextualization |
| Smith (2022) | Gamification in English language teaching | Improved learner autonomy and communicative competence | Classroom-based only; not linked to institutional frameworks |
| Fodale (2025) | Scoping review of gamification trends | Highlights gamification’s effectiveness in higher education | General scope; limited focus on language education |
| Mushtaq, Nazeer, Fayaz, & Gulzar (2025) | Gamification in higher education | Frames gamification as “next-gen” learning strategy | Global perspective; lacks regional/Philippine application |
| Tapales (2023) | Reinforcement-Assessment Development Theory | Gamification strengthens assessment and feedback loops | Conceptual; limited empirical validation |
| Guisadio et al. (2025) | Systematic review of gamified elements in Philippine education | Identified emerging gamification practices; noted compliance gaps | Integration into accreditation frameworks remains weak |
| Mangulian (2025) | Gamified instruction in Filipino language acquisition | Improved vocabulary acquisition among Grade 10 learners | Secondary level focus; limited transferability to tertiary contexts |
| Ellis (2003) | Task-Based Language Teaching (TBLT) | Gamified tasks mirror authentic communicative activities | Pre-gamification era; requires integration with digital contexts |
| Graham (2006); Hinkelman (2018) | Blended learning strategies | Digital platforms enable gamified modules in hybrid contexts | Early blended learning models; need post-pandemic updates |
| Eslit (2024) | ILALM framework | Gamification complements integrative post-pandemic approaches | Conceptual; requires empirical testing in tertiary contexts |
| UNESCO (2024) | Global education highlights | Frames gamification as part of equity and sustainability reforms | Policy-level; lacks classroom-level evidence |
VII. Synthesis and Thematic Analysis
VIII. Significance of the Paper
IX. Novelty and Niche
X. Implications
XI. Conclusions
Appendix A. Proposed Program
| Objective | Activity |
Values to Develop |
Person Involved | Time Frame | Budget | Success Indicator |
| Motivate learners by integrating quests, challenges, and rewards that sustain interest in language learning. | Vocabulary quests in LMS | Perseverance, Curiosity, Initiative, Self-discipline, Optimism, Responsibility, Commitment, Resilience, Focus, Joy in learning | ELT Faculty + IT Support | Weeks 1–3 | ₱15,000 (LMS) | 80% participation; improved scores |
| Build collaboration through team-based gamified activities that strengthen peer interaction and communicative competence. | Team leaderboards in debates | Teamwork, Respect, Empathy, Cooperation, Trust, Accountability, Inclusiveness, Communication, Solidarity, Shared responsibility | Faculty + Student Leaders | Weeks 4–6 | No extra cost | Peer evaluation; stronger group work |
| Ensure fairness by adapting gamified tasks to different proficiency levels, making learning accessible to all students. | Adaptive AI quests | Equity, Justice, Respect for diversity, Compassion, Integrity, Transparency, Responsibility, Inclusiveness, Sensitivity, Fair play | Faculty + QA Office | Weeks 7–9 | ₱12,000 (AI/LMS) | 90% participation across levels |
| Sharpen skills with problem-solving activities such as grammar escape rooms and puzzle-based challenges. | Grammar escape room via Kahoot | Critical thinking, Accuracy, Diligence, Problem-solving, Intellectual humility, Patience, Discipline, Creativity, Analytical rigor, Persistence | Faculty + Students | Weeks 10–11 | ₱5,000 (app license) | Rubric-based mastery |
| Boost confidence through storytelling, role-play, and creative gamified tasks that encourage self-expression. | Storytelling role-play with avatars | Self-expression, Courage, Initiative, Creativity, Self-worth, Optimism, Independence, Adaptability, Assertiveness, Growth mindset | Faculty + Students | Weeks 12–13 | ₱3,000 (materials/tools) | Growth in confidence and creativity |
| Reinforce values by rewarding integrity, proper citation, and academic honesty through recognition systems. | Integrity badges via Turnitin | Honesty, Integrity, Accountability, Respect, Responsibility, Discipline, Fairness, Trustworthiness, Ethical awareness, Commitment | Faculty + Curriculum Committee | Weeks 13–14 | ₱20,000 (license) | Zero plagiarism cases |
| Use technology to personalize learning with LMS dashboards, AI feedback, and gamification apps. | LMS dashboards + AI feedback | Innovation, Adaptability, Digital literacy, Responsibility, Efficiency, Curiosity, Resourcefulness, Critical awareness, Sustainability, Prudence | Faculty + IT Support | Weeks 1–18 | Included in LMS | Clear progress reports |
| Align activities with institutional outcomes and accreditation requirements. | Map gamified modules to SAR | Responsibility, Accountability, Discipline, Professionalism, Integrity, Transparency, Commitment, Excellence, Consistency, Reliability | Curriculum Committee + Dean | Weeks 15–16 | Admin support | SAR entries validated |
| Embed gamification into curriculum design and faculty practice to ensure sustainability. | Faculty workshops + policy integration | Leadership, Vision, Innovation, Sustainability, Collaboration, Responsibility, Adaptability, Strategic thinking, Inclusiveness, Stewardship | Faculty + Manual of Operation + Admin | Weeks 17–18 | ₱10,000 (training) | Policy adoption; faculty trained |
| Evaluate progress by monitoring learner performance and feedback to continuously improve implementation. | Student feedback + monitoring tools | Reflection, Accountability, Honesty, Responsibility, Discipline, Objectivity, Improvement, Transparency, Humility, Commitment to growth | Dean + Faculty | Weeks 1–18 | ₱5,000 (tools) | End-semester evaluation report |
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