Transforming mathematics education through gamification: A study on motivation and learning among UAE sixth graders

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Authors: Alaa Hussein Algburi, Abdurrahman Ghaleb Almekhlafi, Adeeb M. Jarrah
Cited by: 1
References: 36

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.

Fields of Study & Subjects

Educational Games and Gamification Technology-Enhanced Education Studies Mathematics Education and Pedagogy

Publication details

Journal / source
Contemporary Educational Technology
Publisher
Bastas Publications
Volume
18
Issue
1
Pages
ep630–ep630
Publication date
16 February 2026