International Journal of the Humanities and Social Sciences

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PANTAO, an International Journal of the Humanities and Social Sciences, with ISSN 3028-0877, 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

Kliren A. Palisoc*
National University, Manila, Philippines

Abstract

This study, entitled Game-Based Learning: Balancing Fair Play and Technology, aimed to assess the impact of an innovative game-based learning (GBL) application integrating fair play and technology in enhancing learners’ motivation, teamwork, and self-confidence in Physical Education at Binalatongan Community College. It specifically determined the significant difference in learners’ academic performance before and after the implementation of the GBL application and examined the relationship between learners’ performance and their perceptions of the application. A descriptive-correlational research design was used with 110 respondents selected through Slovin’s formula. Data were gathered using a 20-item multiple-choice test and a survey questionnaire and analyzed using mean, standard deviation, t-test, and Pearson r. Results revealed a significant improvement in learners’ academic performance after the implementation of the GBL application. The posttest mean score (M = 18.80, SD = 1.89) was significantly higher than the pretest score, with a t-value of -12.761 and a p-value of <0.001, indicating a significant difference and leading to the rejection of the null hypothesis. The effect size of -1.721 showed a large effect, confirming the strong impact of the intervention. However, no significant relationship was found between learners’ academic performance and their perception of the GBL application (r = 0.002, p = 0.983), resulting in the acceptance of the null hypothesis. Although learners had very positive perceptions (M = 4.98, SD = 0.03), these did not significantly influence their academic performance.The study concludes that the innovative GBL application effectively improved learners’ academic performance, but perception was not significantly related to performance outcomes.

Keywords: Game-based learning (GBL), physical education, academic performance, learner motivation.

*Corresponding author / Email: palisockliren@gmail.com
DOI: http://doi.org/10.69651/PIJHSS05021254

Recommended citation:
Palisoc, K. A. (2026). The impact of game-based learning for PATHFIT 2: Balancing fair play and technology. Pantao (International Journal of the Humanities and Social Sciences) 5 (2), 6036-6047. http://doi.org/10.69651/PIJHSS05021254

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References

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