ECOQUEST: A GAMIFIED ECOSYSTEM LEARNING SUPPLEMENT FOR GRADE 4 LEARNERS
Keywords:
Gamification, Matatag Curriculum, Suplemental LearningAbstract
This capstone project introduced a gamified learning supplement to address challenges in traditional ecosystem learning for Grade 4 students. The primary goal was to develop an engaging educational game focused on food chains, life cycles, animal diets, and habitats, while ensuring alignment with curriculum standards. Data were collected from 15 respondents through questionnaires, interviews, and observations. Methodologies such as weighted means and Likert scales were utilized to evaluate acceptability and usability within the SCRUM framework. Findings indicated that traditional instructional methods lacked interactivity and engagement, often failing to meet the needs of diverse learners. EcoQuest, the proposed solution, received an average acceptance rating of 4.80 from educators and IT professionals. In conclusion, EcoQuest demonstrates the potential to enhance ecosystem education through gamification. Future recommendations include integrating a hint system and voice-over features to improve accessibility for diverse learners.