Teachers’ Experiences in Implementing Gamified Reading Interventions: Perceived Influence on Reading Fluency and Learner Engagement Among Junior High School Students

Authors

  • SHEILA UGADDAN Northeasthern College, Santiago City, Philippines Author

DOI:

https://doi.org/10.64358/abdk8a84

Keywords:

gamified reading interventions, reading fluency, learner engagement, literacy instruction, gamification, qualitative research, junior high school education

Abstract

Gamified reading interventions have emerged as innovative instructional approaches that enhance learner motivation, engagement, and literacy development in contemporary education. This qualitative phenomenological study explored teachers’ experiences in implementing gamified reading interventions and examined their perceived influence on reading fluency and learner engagement among junior high school students. The study involved twelve junior high school English teachers from selected public secondary schools in the Philippines who were purposively selected based on their experience in utilizing gamified reading strategies in classroom instruction. Data were gathered through semi-structured interviews, classroom observations, and document analysis. Braun and Clarke’s thematic analysis revealed five major themes: (1) Enhancing Learner Motivation Through Interactive and Competitive Reading Activities; (2) Improving Reading Fluency Through Repetitive and Technology-Assisted Reading Practices; (3) Promoting Active Participation and Collaborative Engagement in Reading Tasks; (4) Addressing Diverse Reading Difficulties Through Gamified Differentiated Instruction; and (5) Technological and Instructional Challenges in Gamified Reading Implementation. Findings revealed that gamified reading interventions positively influenced learners’ oral reading fluency, comprehension, confidence, and classroom participation. Teachers observed that game-based reading activities reduced learners’ anxiety and encouraged reluctant readers to actively participate in literacy tasks. However, participants also encountered challenges related to technological accessibility, classroom management, learner diversity, and limited instructional resources. The study concludes that gamified reading interventions serve as effective learner-centered instructional approaches that support literacy engagement and reading fluency development. The findings provide implications for literacy instruction, teacher professional development, and technology-supported reading intervention programs in secondary education.

References

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2019). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). https://doi.org/10.1145/2181037.2181040

Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2019). Teacher technology change: How knowledge, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255–284.

Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2019). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255–284. https://doi.org/10.1080/15391523.2010.10782551

Florian, L., & Black-Hawkins, K. (2011). Exploring inclusive pedagogy. British Educational Research Journal, 37(5), 813–828. https://doi.org/10.1080/01411926.2010.501096

Gee, J. P. (2018). What video games have to teach us about learning and literacy (2nd ed.). Palgrave Macmillan

Hamari, J., Koivisto, J., & Sarsa, H. (2020). Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the Annual Hawaii International Conference on System Sciences (pp. 3025–3034). https://doi.org/10.1109/HICSS.2014.377

Kapp, K. M. (2021). The gamification of learning and instruction: Game-based methods and strategies for training and education. Wiley Official Website

OECD. (2021). Digital education outlook 2021: Pushing the frontiers with artificial intelligence, blockchain and robots. OECD Official Website

Rasinski, T. (2019). Readers who struggle: Why many struggle and a modest proposal for improving their reading. The Reading Teacher, 72(4), 519–524. https://doi.org/10.1002/trtr.1677

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press

Downloads

Published

2026-06-05