Development and Validation of Gameducation Module: A Supplementary Material in Enhancing Least Learned Competencies in English

by Erica P. Binbing, Jewela Angelie R. Ortega, Ma. Alexandria B. Llanes, Marinella D. Conchada, Micaella T. Deguzman, Ronnel C. Palasin

Published: January 20, 2026 • DOI: 10.47772/IJRISS.2026.10100039

Abstract

This study was conducted to create and validate Gameducation module, a supplementary learning material designed to address the least learned competencies in English among Grade 4 students of one of the public elementary schools in Pila, Laguna with a total of 38 respondents. More specifically, the study targeted the three least-learned competencies: (1) comprehending literary texts, (2) using words with literal and implied meanings, and (3) composing sentences appropriately for clarity and coherence. A descriptive quantitative research design was employed. A competency-based test revealed an overall mean score of 44.59%, indicating a low level of competency. The hypothesis stated: “There is no significant level of acceptability in the development of the Gameducation module based on the overall validation results of the five expert validators.”. To test this, the module was validated by five experts using a Likert scale, assessing five criteria. Five expert validators evaluated it using a Likert scale across five criteria namely: Learning Objectives (M = 3.86), Content (M = 3.56), Format and Language (M = 3.92), Presentation and Organization (M = 3.96), and Accuracy and Usefulness (M = 3.84). The overall mean was 3.83 and showed the module is valid and acceptable. For the analysis, the mean was calculated to identify the competency levels of the students. To ensure consistency among validators, Cronbach’s Alpha and Inter-Rater Reliability (ICC) were computed. The research also adopts the SAMR model for creating the Gameducation module by using gamification features and game-based learning platforms. The findings indicate that the Gameducation module is valid, engaging, and learner-centered material that can enhance learning gaps in English. The study supports that the integration of gamified learning activities in teaching promotes collaboration, motivation, and mastery of competency among elementary learners.