CONTEMPORARY EDUCATIONAL TECHNOLOGY
e-ISSN: 1309-517X
Transforming mathematics education through gamification: A study on motivation and learning among UAE sixth graders

Alaa Hussein Algburi 1, Abdurrahman Ghaleb Almekhlafi 2, Adeeb M. Jarrah 3 *

CONT ED TECHNOLOGY, Volume 18, Issue 1, Article No: ep630

https://doi.org/10.30935/cedtech/17923

Submitted: 25 May 2025, Published Online: 16 February 2026

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Abstract

The purpose of this study was to explore the impact of gamification on sixth-grade mathematics performance and motivation in the United Arab Emirates, addressing PISA-identified challenges amid the COVID-19 pandemic. Using a quasi-experimental design, 94 students participated in the study, and three assessment tools (pre-test, post-test, and questionnaire) were employed. The research compares traditional teaching methods with gamification, revealing a substantial performance difference (experimental group mean = 13.5, control group mean = 8.8), which highlights the effectiveness of gamification. Additionally, students conveyed positive perspectives on increased motivation, concentration, and engagement. The findings provide valuable insights into the potential of gamification across diverse educational settings, with significant implications for educators, curriculum designers, and researchers. This research underscores the relevance of incorporating gamification strategies to address contemporary challenges in mathematics education.

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The articles published in this journal are licensed under the CC-BY Creative Commons Attribution International License.
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