Scrabble as a Game-Based Learning Strategy for Developing Spelling Proficiency in Intermediate Grade Learners: A One Group Pretest-Posttest Study in the Philippines
Alberto O. Estrellado Jr.
*
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
Trixie Jennelli L. Giray
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
Marilou M. Getalado
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
Katrina Kayla Sevilla
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
Alvin I. Tulipas
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
Diana Mercy L. Poldo
Department of Teacher Education, University of Eastern Philippines, Laoang Campus, Laoang, Northern Samar, Philippines.
*Author to whom correspondence should be addressed.
Abstract
Aims: This study examined the effectiveness of Scrabble as a game-based learning strategy to enhance spelling proficiency among intermediate-grade learners. It specifically investigated whether integrating Scrabble into classroom instruction could improve learners’ spelling performance and foster positive engagement.
Study Design: A one-group pretest–posttest experimental design was employed to measure changes in spelling proficiency before and after the intervention.
Place and Duration of Study: The research was conducted during the academic year with intermediate-grade learners in a classroom setting, within the Laoang Division of Northern Samar, during the school year 2023-2024.
Methodology: Fifteen learners (9 males and 6 females) participated in the study. A spelling proficiency test was administered before the intervention to establish baseline performance. Learners were then engaged in structured Scrabble sessions designed to reinforce spelling practice through competitive and interactive gameplay. The same test was administered after the intervention to measure spelling gains. Data were analyzed using frequency counts, percentages, mean, and standard deviation, with statistical significance tested through a t-test.
Results: Findings revealed a marked improvement in learners’ spelling proficiency. The pre-test mean score was 2.73 (SD = 2.40), while the post-test mean score increased to 6.47 (SD = 1.92). The t-test yielded a t-value of -10.426 with 14 degrees of freedom and a p-value of .000, leading to the rejection of the null hypothesis. This indicates a statistically significant difference between pre-test and post-test results, confirming the effectiveness of Scrabble as an instructional strategy.
Conclusion: Scrabble proved to be an effective game-based learning strategy for developing spelling proficiency among intermediate-grade learners. Beyond measurable improvement, the game fostered engagement, enjoyment, and healthy competition, which contributed to sustained practice and reinforcement of spelling skills. Its integration into classroom practice is recommended as a dynamic and innovative approach to literacy development.
Keywords: Storytelling, video presentation, comprehension skills, English instruction, intermediate learners