Desarrollo y Validación de Perioble: Un Juego de Mesa para Aprender la Tabla Periódica de los Elementos

Español

Autores/as

  • Reynaldo Divina Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas, https://orcid.org/0009-0009-4289-3007
  • Enilgen Haja Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas,
  • Nestor Jr Lasala Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas, https://orcid.org/0000-0002-8910-9613

DOI:

https://doi.org/10.48017/dj.v11i2.3712

Palabras clave:

Perioble, tabla periódica de los elementos, juego de mesa educativo, validación de material instruccional, aprendizaje basado en juegos.

Resumen

Muchos estudiantes de secundaria encuentran difícil dominar la Tabla Periódica de los Elementos debido a su estructura abstracta y a las demandas repetitivas de memorización, lo que evidencia la necesidad de herramientas de aprendizaje más atractivas y cognitivamente adecuadas. Este estudio desarrolló y validó Perioble, un juego de mesa diseñado por los investigadores para mejorar la comprensión de la tabla periódica entre los estudiantes de 8.º grado. Guiado por un diseño descriptivo-desarrollativo y el modelo ADDIE, el juego fue conceptualizado y construido con base en el enfoque centrado en el estudiante, reglas y objetivos explícitos, retroalimentación inmediata e interactividad. Nueve docentes especialistas en Ciencias evaluaron la calidad del contenido, la precisión científica y el diseño instruccional y técnico utilizando la herramienta LRMDS del DepEd, tras lo cual se implementaron revisiones antes de la validación con los estudiantes. La versión actualizada fue pilotada con nueve estudiantes de 9.º grado, quienes evaluaron su claridad, formato y contenido mediante un instrumento adaptado. Los evaluadores expertos consideraron el juego relevante, preciso y pedagógicamente coherente, recomendándolo para su uso en escuelas públicas después de pequeños ajustes, mientras que los estudiantes lo calificaron como excelente en cuanto a diseño, mecánicas y claridad conceptual. En conjunto, los resultados de validación demuestran que Perioble es instruccionalmente sólido, visualmente accesible y altamente aceptable para sus usuarios, mostrando un fuerte potencial como herramienta complementaria que los docentes pueden integrar en sus clases para reforzar el compromiso, la comprensión conceptual y el aprendizaje activo en Química.

Biografía del autor/a

Reynaldo Divina, Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas,

0009-0009-4289-3007; Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas, reydiv20@gmail.com

Enilgen Haja, Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas,

0009-0005-2188-0371; Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas, enilgenhaja14@gmail.com

Nestor Jr Lasala, Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas,

0000-0002-8910-9613; Universidad Estatal de Sorsogon, ciudad de Sorsogon, Filipinas, nestor.lasala@sorsu.edu.ph

Citas

Alejandria, L., Domingo, J., & Dalmacio, M. (2023). The use of educational board game as a supplemental tool in learning periodic table of elements among senior high school students. ResearchGate. https://www.researchgate.net/publication/369247052_The_Use_of_Educational_Board_Game_as_a_Supplemental_Tool_in_Learning_Periodic_Table_of_Elements_Among_Senior_High_School_Students

Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, Article 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Bada, S. O. (2015). Constructivism learning theory: A paradigm for teaching and learning. Journal of Research & Method in Education, 5(6), 66–70.

Besa, R., Surbano, J. D., & Lasala, N. Jr. (2025). Effectiveness of traditional Filipino games on senior high school students’ conceptual understanding of physics. Diversitas Journal, 10(3), 1269–1288. https://doi.org/10.48017/dj.v10i3.3510

Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer. https://doi.org/10.1007/978-0-387-09506-6

CAST. (2018). Universal Design for Learning guidelines version 2.2. CAST, Inc.

Chi, M. T. H., & Wylie, R. (2014). The ICAP framework: Linking cognitive engagement to active learning outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823

Chowdhury, P. (2022). Learners’ misconceptions in the periodic table: An analysis of cognitive skills development. Universal Journal of Educational Research, 10(1), 57-66. https://doi.org/10.13189/ujer.2022.100106

Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Fosnot, C. T. (2013). Constructivism: Theory, perspectives, and practice (2nd ed.). Teachers College Press.

Furtak, E. M., Seidel, T., Iverson, H., & Briggs, D. C. (2012). Experimental and quasi-experimental studies of inquiry-based science teaching: A meta-analysis. Review of Educational Research, 82(3), 300–329. https://doi.org/10.3102/0034654312457206

Gestiada, R. J., Tisoy, F. J., & Lasala, N. L. Jr. (2025). The 360° view: Contextualized virtual reality tours as innovative teaching tool in ecology for elementary school students. Journal of Basic Education Research, 6(1), 35–48. https://doi.org/10.37251/jber.v6i1.1213

Gilbert, J. K., & Treagust, D. F. (2009). Multiple representations in chemical education. Springer. https://doi.org/10.1007/978-1-4020-8872-8

Gillies, R. M. (2016). Cooperative learning: Review of research and practice. Australian Journal of Teacher Education, 41(3), 39–54. https://doi.org/10.14221/ajte.2016v41n3.3

Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow, and immersion. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045

Hattie, J., & Timperley, H. (2007). The power of feedback. Review of Educational Research, 77(1), 81–112. https://doi.org/10.3102/003465430298487

Haynes, S. N., Richard, D. C. S., & Kubany, E. S. (1995). Content validity in psychological assessment: A functional approach to concepts and methods. Psychological Assessment, 7(3), 238–247. https://doi.org/10.1037/1040-3590.7.3.238

Holme, T. A. (2020). Will 2020 Be an Inflection Point in the Trajectory of Chemistry Teaching and Learning?. Journal of Chemical Education, 97(12), 4215-4216.

Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (pp. 1–5).

Jalmasco, A. C., Loberes, J. M., & Lasala, N. L. Jr. (2025). Interactive story for teaching ecosystem topics using Twine application for elementary school students. Journal of Basic Education Research, 6(2), 66–78. https://doi.org/10.37251/jber.v6i2.1480

Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001

Laciste, C., Ellaine, S., & Lasala, N. J. (2025). Enhancing Students’ Understanding of Image Formation in Optics through a Bilingual Electronic Science Module (e-BiSciMo). Diversitas Journal, 10(4). https://doi.org/10.48017/dj.v10i4.3520

Lasala Jr, N. (2023). Development and validation of E-SelfIMo: E-learning self-directed interactive module in Earth Science. Recoletos Multidisciplinary Research Journal, 11(1), 85–101. https://doi.org/10.32871/rmrj2311.01.07

Lasala Jr, N. (2023a). EDUTainment: Effectiveness of game-based activities in teaching ecosystem topics. Recoletos Multidisciplinary Research Journal, 11 (2), 69–83. https://doi.org/10.32871/rmrj2311.02.07

Lasala Jr, N. (2024a). Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science. Recoletos Multidisciplinary Research Journal, 12(1), 181–194. https://doi.org/10.32871/rmrj2412.01.14

Lasala Jr, N. L. (2022). Validation of game-based activities in teaching Grade 7-Biology. Jurnal Pendidikan IPA Indonesia, 11(4), 519-530. https://doi.org/10.15294/jpii.v11i4.39185

Lasala Jr, N. L. (2024b). STUDENTS ' INTRINSIC MOTIVATION USING GAME-BASED ACTIVITIES. Dalat University Journal of Science, 50-70. https://doi.org/10.37569/DalatUniversity.14.2.1161(2024)

Lasala Jr, N., Prado, J., Doringo, N., & Ricafort, J. (2025a). BEsMART: Board Examinations Mobile Application Reviewer for Pre-Service Science Teachers using Space Repetition and Hypercorrection. Pakistan Journal of Life and Social Sciences, 23 (1), 7274-7290. https://doi.org/10.57239/PJLSS-2025-23.1.00564

Lasala Jr, N., Ricafort, J., & Prado, J. (2025b). Effect of E-learning Self-directed Interactive Module (E-SelfIMo) on Students’ Understanding of Earth Science Concepts

Mayer, R. E. (2014). The Cambridge handbook of multimedia learning (2nd ed.). Cambridge University Press.

Mokiwa, H. O. (2017). Reflections on teaching periodic table concepts: A case study of selected schools in South Africa. Eurasia Journal of Mathematics, Science & Technology Education, 13(6), 2085–2096. https://www.ejmste.com/download/reflections-on-teaching-periodic-table-concepts-a-case-study-of-selected-schools-in-south-africa-4732.pdf

Molenda, M. (2015). In search of the elusive ADDIE model. Performance Improvement, 54(2), 40–42. https://doi.org/10.1002/pfi.21461

Moreno, R., & Mayer, R. E. (2007). Interactive multimodal learning environments. Educational Psychology Review, 19(3), 309–326.

Nieveen, N. (2013). Formative evaluation in educational design research. In T. Plomp & N. Nieveen (Eds.), Educational design research: Part A (pp. 152–169). SLO – Netherlands Institute for Curriculum Development. https://slo.nl/publish/pages/2904/educational-design-research-part-a.pdf

Nsabayezu, E., Mbeh, G. N., & Niyitanga, J. B. (2023). Online periodic table of elements: A digital learning tool for students. Education and Information Technologies. https://doi.org/10.1007/s10639-023-11650-7

OECD. (2023). PISA 2022 results (Volume I): The state of learning and equity in education. OECD Publishing. https://doi.org/10.1787/53f23881-en

Olakanmi, E. E. (2017). The effects of a flipped classroom model of instruction on students’ performance and attitudes towards chemistry. Journal of Science Education and Technology, 26(1), 127-137. https://doi.org/10.1007/s10956-016-9657-x

Paas, F., & Sweller, J. (2012). An evolutionary upgrade of cognitive load theory: Using the human motor system and collaboration to support the learning of complex skills. Educational Psychology Review, 24(1), 27–45. https://doi.org/10.1007/s10648-011-9179-2

Paas, F., & Sweller, J. (2014). Implications of cognitive load theory for multimedia learning. In R. E. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (2nd ed., pp. 27–42). Cambridge University Press. DOI: https://doi.org/10.1017/CBO9781139547369.004

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Plomp, T., & Nieveen, N. (Eds.). (2013). Educational design research: An introduction and illustrative cases. SLO.

Richey, R. C., & Klein, J. D. (2007). Design and Development Research: Methods, Strategies, and Issues. Lawrence Erlbaum Associates.

Sadler, D. R. (1989). Formative assessment and the design of instructional systems. Instructional Science, 18(2), 119–144. https://doi.org/10.1007/BF00117714

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033

Saleh, S. B., & Ismail, W. S. A. O. W. (2024). Systematic literature review on the use of gamification approaches in mastering the periodic table of elements (Chemistry). International Journal of Educational Narratives, 2(5), 448–465. https://research.adra.ac.id/index.php/ijen/article/view/507

Shute, V. J. (2008). Focus on formative feedback. Review of Educational Research, 78(1), 153–189. https://doi.org/10.3102/0034654307313795

Taber, K. S. (2013). Revisiting the chemistry triplet: Drawing upon the nature of chemical knowledge and the psychology of learning to inform chemistry education. Chemistry Education Research and Practice, 14(2), 156–168. https://doi.org/10.1039/C3RP00012E

Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14, 22. https://doi.org/10.1186/s41239-017-0062-1

Webb, N. M. (2009). The teacher’s role in promoting collaborative dialogue in the classroom. British Journal of Educational Psychology, 79(1), 1–28. https://doi.org/10.1348/000709908X380772

Zaragozá, F. T. (2021). Periodic table of the elements, history, education and evaluation. Nereis. Interdisciplinary Ibero-American Journal of Methods, Modelling and Simulation, 8(13), 147-164. https://doi.org/10.46583/nereis_2021.13.808

Descargas

Publicado

2026-06-29

Cómo citar

Divina, R., Haja, E., & Lasala, N. J. (2026). Desarrollo y Validación de Perioble: Un Juego de Mesa para Aprender la Tabla Periódica de los Elementos: Español. Diversitas Journal, 11(2). https://doi.org/10.48017/dj.v11i2.3712