Emerging Trends in Educational
Software: Gamification and
Simulation Software
(Enhancing Learning Through Engagement and Experience)
Prepared by:
Noraisah U. Radaza
PhD-EdMgt2
🧠 Introduction
In today’s digital classrooms, educational software has
taken center stage in transforming how students learn and
interact.
Two key trends: gamification and simulation are
reshaping instruction by increasing motivation, engagement,
and hands-on experience.
️
🏛️
Theoretical Framework
Constructivist Learning Theory (Piaget, 1950s; Vygotsky, 1978)
∙ Learners actively construct knowledge through experiences.
∙ Gamification and simulation provide interactive, contextual, and student-centered
learning.
∙ Zone of Proximal Development (ZPD) supports scaffolded learning through virtual tasks.
Self-Determination Theory (Ryan & Deci, 1985)
∙ Focuses on autonomy, competence, and relatedness.
∙ Gamified systems trigger intrinsic motivation by allowing choice, mastery, and
collaboration.
🎮What is Gamification?
Gamification is the integration of game mechanics (e.g., points, levels,
badges) into educational activities to motivate learners, promote engagement, and
enhance learning outcomes.
Core Elements:
∙ Rewards (badges, stars)
∙ Levels or stages
∙ Leaderboards
∙ Challenges and missions
∙ Progress tracking
RESEARCH RELATED
Duterte (2024)
● Participants: 133 undergraduate students from three private universities in Manila
● Gamification elements: Points, badges, and leaderboards integrated into course activities
● Findings:
○ Significant improvements in academic performance and motivation
○ Increased engagement, enjoyment, and willingness to participate in learning tasks
○ Encouraged healthy competition and collaboration among students
● Citation: Duterte, J. P. (2024). The impact of educational gamification on student learning outcomes.
International Journal of Research and Innovation in Social Science (IJRISS).
RESEARCH RELATED
Moldez et al. (2024)
● Context: University of the Philippines Open University MOOCs
● Gamification elements: Badges, leaderboards, and progress bars
● Findings:
○ Higher learner motivation, participation, and course completion rates
○ Students reported greater satisfaction with the online learning environment
○ Promoted self-directed learning and sustained engagement, especially in asynchronous settings
● Citation: Moldez, C., Crisanto, M. A., Cerdeña, M. G. R., Maranan, D. S., & Figueroa, R. (2024). Innovation
in education: Developing and assessing gamification in MOOCs. arXiv:2409.03309.
EXAMPLES:
• Kahoot
• Quizizz
• Gimkit
• Blooket
• Minecraft Education
📚 Kahoot!
Overview:
∙ A game-based quiz platform used for reviews and formative assessment.
Features:
∙ Timed multiple-choice questions
∙ Leaderboards and music
∙ Real-time feedback
∙ Works on any device
Use in Class:
∙ Enhances student participation and recall
∙ Ideal for quick checks of understanding
Link: https://kahoot.com
📚 Quizizz
Overview:
∙Similar to Kahoot! but allows self-paced game modes with humorous memes and
power-ups.
Features:
∙Homework options
∙Real-time analytics
∙Question bank access
∙Custom avatars and themes
Use in Class:
∙Supports asynchronous or live gamified assessments
•Keeps learners engaged at their own pace
Link: https://quizizz.com
📚 Other Gamification Tools
Tool Key Feature Ideal For
Gimkit Earn virtual money to upgrade
performance
Vocabulary and review drills
Blooket Multiple game modes with
quizzes
Independent or group play
Minecraft Education
Sandbox learning through
virtual worlds
STEM, collaboration projects
📚 Gimkit
📚 Blooket
📚 Minecraft Education
Research Related
Kahoot
https://kahoot.com/research-articles/
Quizizz
https://www.researchgate.net/publication/359421796_The_Use_of_Quizizz_as_an_Online_Teachin
g_and_Learning_Assessment_tool_in_an_ESL_Classroom_A_Systematic_Literature_Review
https://www.researchgate.net/publication/352218877_Teachers%27_Perception_towards_the_Use
_of_Quizizz_in_the_Teaching_and_Learning_of_English_A_Systematic_Review
Gimkit
https://www.sciencedirect.com/science/article/abs/pii/S1471595323000574
https://soar.suny.edu/bitstream/handle/20.500.12648/16046/Wright_implemneting_gimkit.pdf?isA
llowed=y&sequence=1
Research Related
Blooket
https://journal.iaincurup.ac.id/index.php/english/article/view/7406
https://www.macrothink.org/journal/index.php/ijele/article/view/21758
Minecraft Education
https://pmc.ncbi.nlm.nih.gov/articles/PMC10170428/
https://www.sciencedirect.com/science/article/pii/S2666557322000222
🧪 Simulation Software
Simulation software recreates real-life scenarios in a
digital environment to allow students to experiment, explore,
and solve problems without real-world consequences.
RESEARCH RELATED
Virtual Simulation in Science Education (2024)
Participants: Senior high school students in Bulacan
Simulation elements: Virtual simulation applications for science concepts
Findings:
● Significant improvements in post-test scores compared to the control group
● Increased student engagement and understanding of scientific concepts
● Interactive simulations facilitated deeper learning and concept retention
Citation: Santos, M. L., & Cruz, R. P. (2024). Improving academic performance using virtual simulation in senior
high school science education. Journal of Science Education Research.
RESEARCH RELATED
Clinical Simulation in Nursing Education (2023)
Participants: Filipino nursing students
Simulation elements: Low-cost simulators and mannequin-based simulations
Findings:
● Increased self-confidence in performing clinical tasks
● Provided opportunities to practice and refine skills in a controlled environment
● Enhanced preparedness for real-life clinical situations
Citation: dela Cruz, J. A., & Reyes, P. F. (2023). Filipino nursing students’ use of low-cost simulators to
enhance clinical competence. PMC Nursing Education Articles.
Examples
∙PhET Simulations (Math and Science)
∙Sketchpad (Arts)
∙Elsa Speak (English)
∙Legends of Learning (TLE)
PhET Interactive Simulations
Field: Science and Math (Physics, Chemistry, Biology, Algebra)
What it does: Lets students manipulate variables in virtual experiments
(e.g., projectile motion, electric circuits).
Platform: Web-based and mobile
Link: https://phet.colorado.edu
Sketchpad
Field: MAPEH – Arts (Digital Drawing and Design)
What it does: Simulates drawing and creative expression
using a variety of tools for painting, sketching, and illustration.
Platform: Web-based
Link: https://sketch.io/sketchpad/
ELSA Speak
Field: English (Pronunciation and Speaking Fluency)
What it does: Uses AI to simulate conversations and provides
feedback on pronunciation, intonation, and fluency.
Platform: Mobile (iOS & Android)
•Link: https://www.elsaspeak.com
Legends of Learning
Field: TLE – Home Economics (Cookery, Food Handling)
What it does: Simulates real-world food safety scenarios and
kitchen hygiene practices for learners in culinary arts.
Platform: Web-based
Link: https://www.legendsoflearning.com/learning-
objectives/culinary-safety-and-sanitation/
Legends of Learning
Research Related
PhET
https://pmc.ncbi.nlm.nih.gov/articles/PMC9761040
https://phet.colorado.edu/publications/MPTL_2010_PhET_final.pdf?
Sketchpad
https://www.researchgate.net/publication/323887863_DIGITAL_SKETCHING_IN_DESIGN_EDUCATIO
N
https://www.tandfonline.com/doi/full/10.1080/2331186X.2025.2481679?
Research Related
ELSA Speak
https://www.researchgate.net/publication/377226189_The_Effect_of_Using_Elsa_Speak_App_for_
First-Semester_Students%27_English_Speaking_Proficiency
https://journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0317378&utm_
Legends of Learning
https://www.rovio.com/articles/legends-of-learning-launches-angry-birds-themed-educational-gam
es-with-rovio-entertainment/?utm
References
• Piaget, J. (1952). The origins of intelligence in children (M. Cook, Trans.). New
York: International Universities Press.
(Original work published in 1936, often cited in reference to 1950s constructivist
thought.)
• Vygotsky, L. S. (1978). Mind in society: The development of higher psychological
processes. Cambridge, MA: Harvard University Press.
• Ryan, R. M., & Deci, E. L. (1985). Intrinsic motivation and self-determination in
human behavior. New York: Plenum.
Thank you ☺

Radaza_Report_Gamification and Simulation Software.pptx