Tectonic Clash: An Interactive Game-Based Learning Intervention for Mastering Earth Science Concepts
Keywords:
game-based learning, plate tectonics, science education, conceptual understanding, card gameAbstract
This study investigates the effectiveness and acceptability of Tectonic Clash, a game-based learning intervention designed to improve science students' mastery of earth science concepts. In response to persistent challenges in Earth Science education in the Philippines, as evidenced by low international assessment scores, the study aims to explore innovative teaching strategies that enhance student engagement and concept mastery. The card game was evaluated by fifty pre-service and ten teachers using an evaluation form. Findings show that the game has the potential to stimulate critical discussion and encourage deeper engagement with scientific content. Both teacher groups rated the game highly across dimensions, including rules, design, color/graphics, fonts, artwork, and conceptual accuracy. Mean scores across all categories ranged from 4.23 to 4.9, indicating strong agreement on the game's educational value and design quality. The results confirm that Tectonic Clash effectively reinforces key Earth Science concepts and is well-received as a pedagogical tool. The study demonstrates the potential of game-based Learning to address persistent educational gaps and foster long-term retention in science education.
References
Adipat, Surattana, Kittisak Laksana, Kanrawee Busayanon, Alongkorn Ausawasowan, and Boonlit Adipat. “Engaging Students in the Learning Process With Game-Based Learning: The Fundamental Concepts.” International Journal of Technology in Education 4, no. 3 (July 20, 2021): 542–52. https://doi.org/10.46328/ijte.169.
Antipolo, Ace Mark R., and Danilo V. Jr Rogayan. “Filipino Prospective Teachers’ Experiences in Teaching in K12 Science Curriculum: A Cross-sectional Research.” JPBI (Jurnal Pendidikan Biologi Indonesia) 7, no. 1 (March 30, 2021): 1–10. https://doi.org/10.22219/jpbi.v7i1.15468.
Aratea, Marko L., and Mark Anthony C. Pasubillo. “Effects of Game-Based Learning on Improving Grammar Skills of Grade 9 Students.” Journal of English as a Foreign Language Teaching and Research 4, no. 2 (September 30, 2024): 43–60. https://doi.org/10.31098/jefltr.v4i2.2445.
Asadi, Yahya M H I, C Gagan Babu, Poojary Shubham, and Savitha A Shenov. “Innovative Game Based Educational Application for Learning.” 2022 13th International Conference on Computing Communication and Networking Technologies (ICCCNT) 21 (July 6, 2021): 1–6. https://doi.org/10.1109/icccnt51525.2021.9579868.
Barr, Matthew. “Video Games and Learning.” In Digital Education and Learning, 1–31, 2019. https://doi.org/10.1007/978-3-030-27786-4_1.
Bernardo, Allan B. I., Macario O. Cordel, Marissa Ortiz Calleja, Jude Michael M. Teves, Sashmir A. Yap, and Unisse C. Chua. “Profiling Low-proficiency Science Students in the Philippines Using Machine Learning.” Humanities and Social Sciences Communications 10, no. 1, May 3, 2023. https://doi.org/10.1057/s41599-023-01705-y.
Cabural, A. 2024. Beyond Benchmarking: A Diagnostic Inquiry into the Underlying Determinants of Low Performance in Philippine PISA Science. Journal of Tertiary Education and Learning, 2(3), 46–57. https://doi.org/10.54536/jtel.v2i3.3063
Cadiz, Gertrodez S., Gisselle Joy R. Lacre, Ranzely L. Delamente, and Tomas Jr A. Diquito. “Game-Based Learning Approach in Science Education: A Meta-Analysis.” International Journal of Social Science and Human Research 06, no. March 3 30, 2023. https://doi.org/10.47191/ijsshr/v6-i3-61.
Capinding, Andie Tangonan, and Remelie Dacumos Salazar. “Revitalizing Science Education: Harnessing the Power of Traditional Filipino Games in the Classroom.” TEM Journal, November 27, (2023), 2241–50. https://doi.org/10.18421/tem124-35.
Cardinot, Adriana, and Veronica McCauley. “Non-digital Educational Games to Support Conceptual Change in Astronomy Education.” Astronomy Education Journal, August 14, 2024. https://doi.org/10.32374/aej.aecon.2023.111aept.
Cayang, Juzzel Amor, and Eziel Mae Ursabia. “https://www.jippublication.com/leveling-up-mathematical-skills-the-effectiveness-of-game-based-learning.” Journal of Interdisciplinary Perspectives 2, no. 7 January 1, 2024. https://doi.org/10.69569/jip.2024.0087a.
Chang, Chi-Cheng, Chaoyun Liang, Pao-Nan Chou, and Guan-You Lin. “Is Game-based Learning Better in Flow Experience and Various Types of Cognitive Load Than Non-game-based Learning? Perspective From Multimedia and Media Richness.” Computers in Human Behavior 71 (January 30, 2017): 218–27. https://doi.org/10.1016/j.chb.2017.01.031.
Chen, Ching-Huei, and Victor Law. 2016. “Scaffolding Individual and Collaborative Game-Based Learning in Learning Performance and Intrinsic Motivation.” Computers in Human Behavior 55 (February): 1201–12. https://doi.org/10.1016/j.chb.2015.03.010.
Chen, S., Zhang, S., Qi, G. Y., and J. Yang. 2020. “Games Literacy for Teacher Education: Towards the Implementation of Game-Based Learning.” Educational Technology & Society 23 (2): 77–92. https://www.jstor.org/stable/26921135.
Cordon, Jefferson M, and John Domnique Benedict Polong. “Behind the Science Literacy of Filipino Students at PISA 2018: A Case Study in the Philippines’ Educational System.” Integrated Science Education Journal 1, no. 2 (May 31, 2020): 72–78. https://doi.org/10.37251/isej.v1i2.59.
Eslami, Zohreh R., and Mahjabin Chowdhury. “Digital Game-based Learning.” In Springer Texts in Education, 621–25, 2021. https://doi.org/10.1007/978-3-030-79143-8_108.
Fairuzabadi, Ahmad, and Ahmad Afif Supianto. “An Overview of Learning Support Factors on Mathematic Games.” Kinetik Game Technology Information System Computer Network Computing Electronics and Control, May 28, (2019), 169–78. https://doi.org/10.22219/kinetik.v4i2.761.
Farashahian, M. 2018. “Graphic Design Values in Educational Gaming Cards.” IJAPAS 3 (2): 7–16. https://www.noormags.ir/view/fa/articlepage/1691631/graphic-design-values-in-educational-gaming-cards.
Foster, A. n.d. “Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness.” Accessed August 14, 2025. https://eric.ed.gov/?id=EJ810086.
Garraway-Lashley, Yassanne Marcia. “Teaching Science at the Primary School Level: “Problems Teachers’ Are Facing”.” Asian Journal of Education and E-Learning 7, no. June 3 17, 2019. https://doi.org/10.24203/ajeel.v7i3.5847.
Garris, Rosemary, Robert Ahlers, and James E. Driskell. “Games, Motivation, and Learning: A Research and Practice Model.” Simulation & Gaming 33, no. 4 (December 2002): 441–67. https://doi.org/10.1177/1046878102238607
Gutierrez, Arnel F. “Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology.” CBE—Life Sciences Education 13, no. 1 (March 1, 2014): 76–82. https://doi.org/10.1187/cbe.13-05-0093.
Hall, Andreia, Sónia Pais, Paola Morando, and Maria Luisa Sonia Spreafico. “Fun And Functional: Using Non-Digital Games to Promote Maths Engagement in Pre-service Teachers.” European Conference on Games Based Learning 18, no. 1 (October 7, 2024): 337–46. https://doi.org/10.34190/ecgbl.18.1.2675.
Hapsari, Dini, Agus Wedi, and Sulthoni Sulthoni. “Pengembangan Game Labu Siswa Kelas VII.” JKTP Jurnal Kajian Teknologi Pendidikan 4, no. 3 (August 10, 2021): 242–50. https://doi.org/10.17977/um038v4i32021p242.
Harteveld, Casper, Nithesh Javvaji, Tiago Machado, Yevgeniya V. Zastavker, Victoria Bennett, and Tarek Abdoun. “Gaming4All: Reflecting on Diversity, Equity, and Inclusion for Game-Based Engineering Education.” 2021 IEEE Frontiers in Education Conference (FIE), October 21, (2020), 1–9. https://doi.org/10.1109/fie44824.2020.9274176.
Elsattar, Hussein Karam Hussein Abd. 2017. “Designing for Game-Based Learning Model: The Effective Integration of Flow Experience and Game Elements to Support Learning.” In Proceedings of the 2017 14th International Conference on Computer Graphics, Imaging and Visualization (CGIV), May 23–25, 2017. IEEE. https://doi.org/10.1109/CGIV.2017.31.
Joaquin, Suzette R., and Araceli U. Imbat. “Game-Based Learning in Reading Pedagogy: A Review.” Cognizance Journal of Multidisciplinary Studies 4, no. 12 (December 14, 2024): 120–28. https://doi.org/10.47760/cognizance.2024.v04i12.012.
Lansangan, Ryan V., and Antriman V. Orleans. “Experiences of Filipino Secondary Science Teachers in Assessing Students in Flexible Learning During the COVID-19 Pandemic.” European Journal of Education and Pedagogy 4, no. 2 (April 10, 2023): 182–93. https://doi.org/10.24018/ejedu.2023.4.2.630.
Levy, Smadar, David Perl-Nussbaum, and Edit Yerushalmi. “Physics Card Games to Support Knowledge Organization: Design Considerations and Teachers’ Attitudes.” Physics Education 59, no. 5 (July 30, 2024): 055010. https://doi.org/10.1088/1361-6552/ad61b2.
Lin, Yi-Hui, and Huei-Tse Hou. “Exploring Young Children’s Performance on and Acceptance of an Educational Scenario-based Digital Game for Teaching Route-planning Strategies: A Case Study.” Interactive Learning Environments 24, no. 8 August 27, 2015: 1967–80. https://doi.org/10.1080/10494820.2015.1073745.
Lukas, Brenda Ak, Finola Iba Ak Patrick, Gloria Chong, Nursuriati Binti Jaino, and Melor Md Yunus. “Using U-NO-ME Card Game to Enhance Primary One Pupils’ Vocabulary.” International Journal of Learning Teaching and Educational Research 19, no. 5 (May 30, 2020): 304–17. https://doi.org/10.26803/ijlter.19.5.19.
Makalintal, Jennifer D., and Nerrie E. Malaluan. “GAME-BASED LEARNING ACTIVITIES IN TEACHING GRADE 7 SCIENCE.” International Journal of Research -GRANTHAALAYAH 7, no. 5 (May 31, 2019): 256–77. https://doi.org/10.29121/granthaalayah.v7.i5.2019.845.
Medina-Merodio, Jose Amelio, Ana Castillo-Martinez, Roberto Barchino, Rosa Estriegana, and Rafael Robina-Ramírez. “Factors Influencing the Acquisition of Soft Skills in a Collaborative Learning Environment Supported by Game-Based Application.” IEEE Access 12 (January 1, 2024): 111045–59. https://doi.org/10.1109/access.2024.3441317.
Mikrouli, Paraskevi, Katerina Tzafilkou, and Nicolaos Protogeros. “Applications and Learning Outcomes of Game Based Learning in Education.” International Educational Review, March 8, (2024), 25–54. https://doi.org/10.58693/ier.212.
Misra, Rupanada, Leo Eyombo, and Floyd T. Phillips. “How Game-Based Learning Can Effectively Engage Minority Students.” In IGI Global eBooks, 1230–41, 2021. https://doi.org/10.4018/978-1-6684-3710-0.ch057.
Moeller, Korbinian, Manuel Ninaus, and Simon Greipl. “Potential and Limits of Game-based Learning.” International Journal of Technology Enhanced Learning 12, no. 4 (January 1, 2020): 363. https://doi.org/10.1504/ijtel.2020.10028417.
Morales, Radzma A., Wilfred G. Alava Jr, and Alwielland Q. Bello. “Effects of Multiple Game-based Strategies in Grade 10 Science Learning.” Central Mindanao University Journal of Science 26, no. 2 December 1, 2022. https://doi.org/10.52751/zzoy6467.
Mosiane, Segomotso, and Irwin Brown. “Factors Influencing Online Game‑Based Learning Effectiveness.” Electronic Journal of Information Systems Evaluation 23, no. 1, February 1, 2020. https://doi.org/10.34190/ejise.20.23.1.006.
Nguyen, Thanh Nam, None Phan Thanh Tuan, and None Nguyen Thi Ha Phuong. “Engaging Students in the Learning Process With Game-Based Learning.” International Journal of English Language Studies 6, no. 1 (January 18, 2024): 54–60. https://doi.org/10.32996/ijels.2024.6.1.5.
Omiles, Maculeta E., Judy B. Dumlao, Quola Karen C. Rubio, and Eufrecina Jean D. R. Ramirez. “Development of the 21st Century Skills Through Educational Video Clips.” International Journal on Studies in Education 1, no. 1 (February 20, 2020): 11–20. https://doi.org/10.46328/ijonse.5.
Ortega, Christopher, Angelica Rose Agregado, Earl Xander Gabas, Cheerielyn Amado, Jilbrix Kyle Magno, Arnel Guerrero, Romes Gabriel Alaon, and Mark Anthony R. Aribon III. “A Usability Study on Yamashita’s Treasure: A Game-based Instructional Material in Teaching Philippine History.” Interactive Learning Environments, September 28, (2022), 1–7. https://doi.org/10.1080/10494820.2022.2125535.
Pacala, Frank Angelo A. “Combining Active Learning Strategies: Performances and Experiences of Grade School Filipino Students.” International Journal of Social Learning (IJSL) 2, no. 1 (December 13, 2021): 84–104. https://doi.org/10.47134/ijsl.v2i1.85.
Piyawattanaviroj, P., T. Maleesut, and P. Yasri. “An Educational Card Game for Enhancing Students’ Learning of the Periodic Table.” ResearchGate. 2019. https://doi.org/10.1145/3345120.3345165.
Plass, J. L., B. D. Homer, and C. K. Kinzer. “Foundations of Game-Based Learning.” Accessed August 14, 2025. https://eric.ed.gov/?id=EJ1090277.
Pratama, L. D., and W. Setyaningrum. “Game-Based Learning: The Effects on Student Cognitive and Affective Aspects.” Journal of Physics: Conference Series 1097 (2018): 012123. https://doi.org/10.1088/1742-6596/1097/1/012123.
Septianing, N. I., N. L. Melati, N. N. D. Cantika, and N. W. Destiani. “Pengaruh Penerapan Game Based Learning terhadap Motivasi Belajar Siswa Sekolah Dasar.” Khatulistiwa Jurnal Pendidikan dan Sosial Humaniora 4, no. 1 (2024): 94–103. https://doi.org/10.55606/khatulistiwa.v4i1.2722.
Setiawan, H., and S. Phillipson. “The Effectiveness of Game-Based Science Learning (GBSL) to Improve Students’ Academic Achievement: A Meta-Analysis of Current Research from 2010 to 2017.” REID (Research and Evaluation in Education) 5, no. 2 (2019): 152–168. https://doi.org/10.21831/reid.v5i2.28073.
Shi, Y., and J. Shih. “Game Factors and Game-Based Learning Design Model.” International Journal of Computer Games Technology 2015 (2015): 1–11. https://doi.org/10.1155/2015/549684.
Shroff, R., F. Ting, and W. H. Lam. “A Conceptual Framework for Immersion and Flow in Digital Game-Based Learning: An Example of a Game-Based Classroom Response System.” Ubiquitous Learning: An International Journal 12, no. 3 (2019): 41–60. https://doi.org/10.18848/1835-9795/cgp/v12i03/41-60.
Strat, T. T. S., E. K. Henriksen, and K. M. Jegstad. “Inquiry-Based Science Education in Science Teacher Education: A Systematic Review.” Studies in Science Education 60, no. 2 (2023): 191–249. https://doi.org/10.1080/03057267.2023.2207148.
Su, T., M. Cheng, and S. Lin. “Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated.” CBE—Life Sciences Education 13, no. 3 (2014): 504–515. https://doi.org/10.1187/cbe.13-10-0197.
Sy, R., C. Nimor, J. Etcuban, and R. Argate. “Activity-Based Strategy in Teaching Earth Science among Junior High School Students in Philippines.” Asian Review of Social Sciences 11, no. 2 (2022): 1–7. https://doi.org/10.51983/arss-2022.11.2.3139.
Tavares, N. “The Use and Impact of Game-Based Learning on the Learning Experience and Knowledge Retention of Nursing Undergraduate Students: A Systematic Literature Review.” Nurse Education Today 117 (2022): 105484. https://doi.org/10.1016/j.nedt.2022.105484.
Unnisa, V. “Problems Faced by Science Teachers in the Implementation of Constructivist Approach of Teaching.” Research Review International Journal of Multidisciplinary 6, no. 9 (2021): 78–83. https://doi.org/10.31305/rrijm.2021.v06.i09.012.
Vilanueva, N. L. M. M. “Improving Science Performance through Games: An Analysis of Game-Based Learning in Earth and Life Science.” World Journal of Advanced Research and Reviews 22, no. 2 (2024): 1633–1636. https://doi.org/10.30574/wjarr.2024.22.2.1614.
Wan, K., V. King, and K. Chan. “Examining Essential Flow Antecedents to Promote Students’ Self-Regulated Learning and Acceptance of Use in a Game-Based Learning Classroom.” The Electronic Journal of e-Learning 19, no. 6 (2021): 531–547. https://doi.org/10.34190/ejel.19.6.2117.
Zeng, J., S. Parks, and J. Shang. “To Learn Scientifically, Effectively, and Enjoyably: A Review of Educational Games.” Human Behavior and Emerging Technologies 2, no. 2 (2020): 186–195. https://doi.org/10.1002/hbe2.188.
Zou, D., Y. Huang, and H. Xie. “Digital Game-Based Vocabulary Learning: Where Are We and Where Are We Going?” Computer Assisted Language Learning 34, nos. 5–6 (2019): 751–777. https://doi.org/10.1080/09588221.2019.1640745.
Downloads
Published
How to Cite
Issue
Section
Categories
License
Copyright (c) 2025 Allen Van B. Aludos, Ashley A. Tultog, Zyrene Joy P. Naggoc, Juana A. Guinid, Christzon P. Pasigon (Author)

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors retain the copyright to their work while granting the journal the right of first publication. This arrangement allows the journal to publish the work initially while authors license it under a Creative Commons Attribution License (CC BY 4.0).

