Sep 2026· international journal of engineering trends and technology· 0 citations
TL;DR
The design, development, and initial validation of a lightweight educational software application inspired by Hangman to support thematic vocabulary practice through gamification are presented and indicate positive perceived usability, motivational potential, pedagogical usefulness, and user acceptance of the proposed software.
Abstract
Traditional vocabulary instruction in primary education often relies on repetition and memorization, which may reduce student motivation and limit immediate feedback during practice. This study presents the design, development, and initial validation of a lightweight educational software application inspired by Hangman to support thematic vocabulary practice through gamification. The novelty of the proposal lies in combining a simple web-based game environment, free technologies, and an iterative user-centered process that integrates Design Thinking and Lean Startup principles for educational software development in resource-constrained contexts. The methodological process includes problem identification, ideation, prototype construction, minimum viable product validation, and continuous improvement. The validation involved 105 participants, including basic-level students, teachers, and parents, selected through purposive sampling. Data were collected using a structured perception questionnaire and open-ended questions. Three educational technology experts provided initial content validation of the instrument and prototype. Quantitative results were analyzed through descriptive statistics and internal consistency estimation, while qualitative responses were examined using ATLAS. ti through coding, category grouping, and triangulation with survey findings. The questionnaire showed high internal consistency, with Cronbach’s alpha of 0.90. The results indicate positive perceived usability, motivational potential, pedagogical usefulness, and user acceptance of the proposed software. However, the findings represent initial validation evidence based on perception and expert judgment, not experimental proof of vocabulary learning improvement. Future studies should apply pre-test/post-test designs, control groups, and longitudinal measures to determine the educational effectiveness of the Hangman-based gamified environment.
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Rea Mae Ragay, J. R. Rizardo· Psychology and Education: A...· 0 citations
This study developed and evaluated MathEase, a game-based digital learning system designed to support Grade 1 mathematics instruction in alignment with the Philippine MATATAG Curriculum. The system integrates gamified learning activities, interactive lessons, audiovisual feedback, teacher dashboards, and performance an...
Nancy P. Jacosalem, Jade G. Cuartero, Elmer E. Estandarte et al.· 2026 6th International Confe...· 0 citations
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This study addresses the development of a cognitive-based e-module for Technical
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Purpose
This study aimed to develop and evaluate a Quizalize-based digital assessment instrument for measuring students' learning motivation and critical thinking skills in IPAS learning, in support of SDG 4-oriented elementary education.
Methods
A Research and Development (R&D) approach using the ADDIE model was em...
Tri Mei Suci Setyaningsih, Ngatmini Ngatmini, Joko Sulianto· Jurnal Pendidikan Terapan· 0 citations
Background The integration of artificial intelligence (AI) into mathematics education has advanced rapidly; however, systematic AI-based chatbot frameworks that integrate computational thinking (CT) and self-regulated learning (SRL) scaffolding within university calculus remain limited. This study developed and formati...
Lussy Midani Rizki, Y. S. Kusumah, Al Jupri et al.· F1000Research· 0 citations
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