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through student surveys. These surveys included Likert-scale questions to select students' attitudes and
experiences with gamified activities. This qualitative approach complemented the quantitative results,
providing an overall understanding of how Gamified-learning influences children's English-speaking skills.
Quantitative data collected from the pre- and post-tests were analyzed and organized using inferential
statistics and JAMOVI software for quantitative data analysis, organizing the data, tabulating the
information, and generating automatic tables summarizing the descriptive statistics and the results of the
applied statistical tests, the data were also analyzed and the results interpreted in real time, showing clear
tables that helped to interpret the relationship between variables, as well as the statistical significance of
the findings. Qualitative data were interpreted through student surveys to discover patterns and insights into
their perceptions of Gamified-learning activities. The analysis was represented through tables and graphs
aligned with descriptive statistics. Subsequently, the research provided valuable information on how
gamified activities improve oral skills.
This research used practical action research to improve English speaking skills during the academic period
of August 2024 to January 2025. This study employed Mertler's (2024) action research model, which
comprises four stages: planning, acting, developing, and reflecting. In the planning stage, a proposal
focused on speaking skills was designed based on the identification of the research gap. In the action stage,
the proposal was implemented, incorporating learning strategies, at the same time, research instruments
such as pre and post-tests were used, as well as surveys to collect data. In the development and reflection
phases, the main results were interpreted and discussed to conclude. This research was conducted during
eight weeks of the school year from September 2024 to January 2025. Throughout the intervention plan,
several Gamified-learning activities were conducted in the classroom to improve students' English language
skills.
The classes were structured using the PPP (Presentation, Practice, Production) teaching methodology to
improve English speaking skills. In the Presentation phase, innovative Gamified-learning activities were
presented to improve English speaking skills. In the Practice phase, children participated in Gamified-
learning activities designed to reinforce their speaking skills. In the final Production phase, students
demonstrated their speaking skills through different games. By incorporating dynamic lesson designs,
students were encouraged to improve their oral proficiency in an engaging environment. Importantly, the