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Finished on March 2025
Abstract: Gamification is the incorporation of game-design components into a non-gamified setting, for instance, education. It has the potential to improve learners’ motivation, engagement, and learning outcomes. Despite its multitude of …
Read full paperFinished on March 2025
Abstract: Most studies on the relationship of screen time and academic performance have research designs that are descriptive-correlational quantitative, but few focus particularly on the perspectives, specifically senior high school students, …
Finished on March 2025
Abstract: With the evident emergence of social media and the internet, it is crucial to acknowledge their potential to play a significant role in the self-esteem of high school students. This …
Finished on March 2025
Abstract: In this fast-rising digital age and its extension to education, the utilization of digital learning tools poses significant effects on students’ academic performance. This qualitative research study’s purpose was to …
Finished on March 2025
Abstract: This study aimed to determine the level of entrepreneurial awareness of senior high school students and if there is a significant relationship between them. A sample of 101 students across …
Read full paperFinished on March 2025
Abstract: The research study uses quantitative methods to evaluate Grade 7 student academic results and parental involvement at Bacolod Trinity Christian School S.Y 2024-2025. The Parental Involvement Survey (PIS) responses by …