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Lesane Parish B. Dequiña, Hyacin Camille B. Maala, Kian Chester D. Pulido, Bhiel Florence C. Matapid, Ashley C. Lalim, and John Ritchie V. Reyes, 2026. PR 2 Memory Lane Game: A Reviewer App For Practical Research 2. United International Journal for Research & Technology (UIJRT). 7(4), pp.77-85.
Abstract
This study developed and evaluated PR 2 Memory Lane Game, a game-based reviewer application designed to help Grade 12 students improve their understanding, retention, and motivation in learning Practical Research 2 (PR 2). Using an innovative research design guided by the Input–Process–Output (IPO) model, the study assessed the app’s acceptability in terms of efficacy, accuracy, reliability, security, user-friendliness, game design, and engagement. Eighteen (18) participants consisting of students, teachers, and information technology experts were selected through purposive and snowball sampling. Data were collected using validated survey questionnaires. These were analyzed through statistical and thematic analyses. The findings revealed that PR 2 Memory Lane was highly accepted across all components. No significant difference in acceptability level was found when participants were grouped according to sex. Significant differences were observed in reliability and user-friendliness when participants were grouped according to social role. Participants identified quizzes, time limits, sound effects, visuals, and lesson content as the most helpful and engaging features. The study concludes that PR 2 Memory Lane is an effective and engaging reviewer application. It could enhance Grade 12 students’ learning experiences in Practical Research 2. This study supports the integration of gamification in senior high school education.
Keywords: education, engagement, gamification, motivation, offline reviewer game app, Practical Research 2, research, retention, senior high school.
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