| [1] | Halford, B. (2016). Is there a crisis in organic chemistry education? Teachers say yes but most of the problems aren’t new. Chemical and Engineering News, 94(13), 24-25. |
| |
| [2] | Walag AMP, Fajardo MTM, Guimary FM, Bacarrisas PG. Science Teachers’ Self-Efficacy in Teaching Different K to 12 Science Subjects: The Case of Cagayan de Oro City, Philippines. Sci Int 2020; 32: 587-92. |
| |
| [3] | Mahnič, N. (2014). Gamification of politics: start a new game! Teorija in Praksa, 51(1), 143–161 |
| |
| [4] | Broer, J. (2014). Gamification and the trough of disillusionment. In A. Butz, M. Koch, & J. Schlichter (Eds.), Mensch & Computer 2014 - Workshopband (pp. 389–395). Berlin: De Gruyter Oldenbourg.Return to ref 2014 in article. |
| |
| [5] | Caponetto, I., Earp, J., & Ott, M. (2014). Gamification and education: a literature review. In 8th European Conference on Games Based Learning (pp. 50–57). Germany: ECGBL. ISBN 978-1-910309-55-1. |
| |
| [6] | Holman, C., Aguilar, S., & Fishman, B. (2013). GradeCraft: what can we learn from a game-inspired learning management system? Third International Conference on Learning Analytics and Knowledge, 2013, (pp. 260–264). New York, NY: ACM. |
| |
| [7] | E. Byusa, E. Kampire, A.R. Mwesigye. Analysis of teaching techniques and scheme of work in teaching chemistry in Rwandan secondary schools.Eurasia J. Math. Sci. Technol. Educ., 16 (6) (2020), pp. 1-9 |
| |
| [8] | Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons. |
| |
| [9] | Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. |
| |
| [10] | Vargas, P. A., & Lopes, H. S. (2019). Effects of gamification on motivation and engagement: A systematic review. Journal of Computer Assisted Learning, 35(3), 252-273. |
| |
| [11] | Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-88. |
| |
| [12] | Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785. |
| |
| [13] | Department of Education, “Guidelines and processes for LRMDS assessment and evaluation,” no. March, 2009. |
| |
| [14] | Gee, J. P. (2007). Good video games and good learning: Collected essays on video games, learning, and literacy. Peter Lang Publishing. |
| |
| [15] | Zhang, Z. (2015). Gamification of online learning experiences: Practical implications and outcomes. International Review of Research in Open and Distributed Learning, 16(2), 329-359. |
| |
| [16] | DepEd, “Most Essential Learning Competencies (MELCs)”, 2022. |
| |