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PANTAO, an International Journal of the Humanities and Social Sciences, with ISSN 3028-0877 | e-ISSN 3155-6043, is an annual journal that serves as a scholarly platform dedicated to the exploration and dissemination of research in the disciplines of humanities and social sciences.

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Author

Rhana Marie L. Torres*
Universidad de Zamboanga, Zamboanga City, Philippines

Abstract

This study aimed to determine the effectiveness of the Digital Game-Based Learning (DGBL) approach in improving the academic performance of Grade 6 learners in Araling Panlipunan at Talon-Talon Central School. Specifically, it sought to determine the learners’ level of academic performance before and after the implementation of the DGBL approach, identify whether a significant difference existed between the pretest and posttest scores, and propose an instructional development plan based on the findings. The study utilized a quantitative research approach employing a quasi-experimental one-group pretest-posttest design. The respondents consisted of thirty (30) Grade 6 learners selected through purposive sampling. Data were gathered using an adapted 20-item achievement test aligned with the Most Essential Learning Competencies (MELCs) in Araling Panlipunan. The same instrument was administered as both a pretest and a posttest. Statistical treatments used in the study included frequency, percentage, mean, standard deviation, and paired sample t-test. The findings revealed that before the implementation of the DGBL approach, the learners obtained a mean pretest score of 13.77, interpreted as High academic performance. After the implementation of the intervention, the learners achieved a mean posttest score of 18.80, interpreted as Very High academic performance. The paired sample t-test showed a computed t-value of -12.083 and a p-value of 0.000, indicating a statistically significant difference between the pretest and posttest scores. The null hypothesis was therefore rejected. The study concluded that the Digital Game-Based Learning approach significantly improved the academic performance of Grade 6 learners in Araling Panlipunan. The interactive and engaging features of digital games enhanced learners’ understanding, retention, and application of concepts. Based on the findings, an instructional development plan was proposed to strengthen the integration of technology-enhanced and learner-centered instructional strategies in Araling Panlipunan.

Keywords: Digital game-based learning (DGBL), academic performance, Araling Panlipunan, Grade 6 learners, instructional development plan, quasi-experimental design, educational technology.

*Corresponding author / Email: rhanamarie.torres@one.uz.edu.ph
DOI: http://doi.org/10.69651/PIJHSS05031293

Recommended citation:
Torres, R. M. L. (2026). Digital game-based learning approach in teaching Araling Panlipunan and academic performance of Grade Six learners of Talon-Talon Central School: Basis for instructional development plan. Pantao (International Journal of the Humanities and Social Sciences) 5 (3), 676-691. http://doi.org/10.69651/PIJHSS05031293

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