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Francis G Balazon

Biographic Data

ID9486397
NAMEFrancis G Balazon
GIVEN NAMESFrancis G
FAMILY NAMEBalazon
SIGNATUREBALAZON F G
AFFILIATIONSUniversity of Batangas
ORCID0000-0003-0143-2983
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2024
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Policy, acceptance, and identity

    Open Access•Taweeluck Pollachom, Uswatun Khasanah et al.•ARTICLE•Social Sciences & Humanities Open•2026

    This study investigates how institutional policies, language norms, and sociocultural dynamics intersect to shape lesbian, gay, bisexual, transgender, and queer (LGBTQ+) inclusivity and identity expression in Southeast Asian higher education, focusing on Thailand and the Philippines. Guided by Queer and Institutional Theories, the research examines associations between policy satisfaction, acceptance within family and university environments, and…

  • Tech-Based interactive E-module

    Open Access•Francis G Balazon, Baby Lileth A Rosales et al.•ARTICLE•Frontiers in Education•2026

    This study reports the design, development, and evaluation of a Tech-Based Interactive E-Module (TBIEM) for teaching Biochemistry, with a focus on Lipids. Following the ADDIE model and using the Research and Development framework of Borg and Gall, we created a flexible learning tool on the Adapt platform and evaluated it with second-year Bachelor of Secondary Education (BSEd) science majors from three campuses of Batangas State University The Nat…

  • Exploring the impact of gamified learning on positive psychology in Call environments

    Open Access•Budi Waluyo, Francis G Balazon et al.•ARTICLE•Acta Psychologica•2024

    Despite growing interest in both fields, research into how positive psychology principles and gamification can be integrated in Computer-Assisted Language Learning (CALL) environments and their impact on language learning outcomes remains insufficiently explored. Thus, this study intends to contribute by implementing a 10-week gamified learning program using the Quizizz application within CALL classrooms at a university in Thailand. A total of 69…

No prominent works on this page.

  • Exploring the impact of gamified learning on positive psychology in Call environments

    Open Access•Budi Waluyo, Francis G Balazon et al.•ARTICLE•Acta Psychologica•2024

    Despite growing interest in both fields, research into how positive psychology principles and gamification can be integrated in Computer-Assisted Language Learning (CALL) environments and their impact on language learning outcomes remains insufficiently explored. Thus, this study intends to contribute by implementing a 10-week gamified learning program using the Quizizz application within CALL classrooms at a university in Thailand. A total of 69…

  • Policy, acceptance, and identity

    Open Access•Taweeluck Pollachom, Uswatun Khasanah et al.•ARTICLE•Social Sciences & Humanities Open•2026

    This study investigates how institutional policies, language norms, and sociocultural dynamics intersect to shape lesbian, gay, bisexual, transgender, and queer (LGBTQ+) inclusivity and identity expression in Southeast Asian higher education, focusing on Thailand and the Philippines. Guided by Queer and Institutional Theories, the research examines associations between policy satisfaction, acceptance within family and university environments, and…

  • Tech-Based interactive E-module

    Open Access•Francis G Balazon, Baby Lileth A Rosales et al.•ARTICLE•Frontiers in Education•2026

    This study reports the design, development, and evaluation of a Tech-Based Interactive E-Module (TBIEM) for teaching Biochemistry, with a focus on Lipids. Following the ADDIE model and using the Research and Development framework of Borg and Gall, we created a flexible learning tool on the Adapt platform and evaluated it with second-year Bachelor of Secondary Education (BSEd) science majors from three campuses of Batangas State University The Nat…

ADDIE Model (1 work) · Applied Psychology (1 work) · Bachelor (1 work) · E-Learning and COVID-19 (1 work) · Educational Games and Gamification (1 work) · Educational Leadership and Innovation (1 work) · Educational Technology and E-Learning (1 work) · Enforcement (1 work) · Engineering education (1 work) · Focus group (1 work)

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