TY - BOOK AU - Mateo Jr., Alfredo G. TI - Gamification procedures: effectiveness, benefits derived, and challenges encountered towards the development of a physical education module PY - 2020/// CY - Bayombong PB - Nueva Vizcaya State University N1 - This study ascertained the various gamification activities and procedures employed by Physical Education teachers of Isabela State University-Cauayan Campus. It particularly targeted the perceived effects experienced by both teachers and students, the benefits derived as assessed by the said respondents, and the challenges encountered during the implementation of the said gamification activities and procedures in the accrual teaching-learning process which led to the crafting of an enhancement program aimed of providing students physical and academic development. The study used descriptive method as to research design. Specifically, this study utilized survey questionnaires and focus group discussions to derive the various gamification activities and procedures being employed in the field of teaching Physical Education in Isabela State University-Cauayan Campus. Frequency counts, percentage distribution, mean and weighted mean as well as ranking were used in order to present the results of the study which were done in a tabular form based from the questionnaires floated and the focus group discussion questions were used. Responses were measured and converted to numerical equivalent using the 5-Likert Scale. Based from the results recorded, it was deduced that leading gamification activities among teachers is the use and incorporation of the latest music for dance activities which reflected a WM = 4.91 and the gamification activities included has directed an average weighted mean of 4.78 regarded as Very Frequently as to its equivalent. In terms of perceived effectiveness, majority (6 out of 10 options) manifested a 5.00 WM reflecting an average weighted mean of 4.82 referred to as "Extremely Effective". As to benefits derived, 4 out of 10 options, showed a 5.0 WM which contributed to the average weighted mean of 4.73 also referred to as "Extremely Beneficial" and in terms of challenges encountered, it is evident that the insufficiency of materials and equipment for Path 1 and 2 dominated the challenges reflecting a WM = 4.67 leading to the average weighted mean of 3.28 or Slightly Serious. On the other hand, compared to teachers, students have revealed the following results: for gamification activities/procedures, an average weighted mean of 4.78 (Very Frequently) was listed; as to effectiveness, a 4.82 (Extremely Effective) average weighted mean was recorded; in terms of benefits derived, a. 4.73 (Extremely Beneficial) average weighted mean was attained; and as to challenges encountered students show that the presence of money-oriented gamification activities served as a burden among them which contributed to the accumulation of 2.38 or Not Serious shows that even such challenges were encountered in the teaching-learning process, they believed that it has nothing to do with their performance. Keywords: Gamification Activities; Physical Education teachers, Enhancement Program; Thesis (Master of Education - Music, Arts, Physical Education and Health); Includes appendices and bibliographical references ER -