HomePsychology and Education: A Multidisciplinary Journalvol. 33 no. 2 (2025)

Effect of Gamification on the Attitudes of the Students toward Mathematics and Academic Performance

Jesalyn Lazarte | Sharon L. Apohen

Discipline: Education

 

Abstract:

This study aimed to investigate the effect of gamification on the attitudes of the students towards Mathematics and academic performance of Grade 9 students. The attitudes of students were assessed using a ATMI- Likert scale before and after the intervention, with both the experimental and control groups exhibiting neutral attitudes towards mathematics. Academic performance was measured through pre-test and post-test scores, revealing a significant improvement in the experimental group, reaching a very satisfactory level, while the control group achieved a satisfactory level. Statistical analysis indicated no significant change in attitudes towards mathematics between the groups post-intervention. However, a substantial increase in academic performance was observed in the experimental group, with a mean score jump from 10.06 to 25.33, significantly higher than the control group's score of 17.82. These findings suggest that while attitudes remained neutral, the gamification intervention had a notable positive impact on the academic performance of students in the experimental group compared to the control group. Overall, the intervention had a more significant impact on academic achievement in comparison to the control group. The incorporation of gamification into mathematics education for students in the ninth grade has a great deal of promise for improving both students' attitudes about the subject as well as their academic achievement. Educators can create engaging learning experiences by utilizing the motivational components of games.



References:

  1. Alova, C. a. R. (2019). Attitude towards mathematics in relation to academic performance of Grade 11 students. Zenodo (CERN  European Organization for Nuclear Research). https://doi.org/10.5281/zenodo.7236086 
  2. Astashova, N. A., Bondyreva, S. K., & Popova, O. S. (2023). Gamification resources in education: A theoretical approach. Obrazovanie  I Nauka, 25(1), 15–49. https://doi.org/10.17853/1994-5639-2023-1-15-49
  3. Avcu, Y. E., & Er, K. O. (2020). Design thinking applications in teaching programming to gifted students. Journal of Educational  Technology and Online Learning, 3(1), 1–30. https://doi.org/10.31681/jetol.671621
  4. Barrot, J. S., Llenares, I. I., & Del Rosario, L. S. (2021). Students’ online learning challenges during the pandemic and how they cope  with them: The case of the Philippines. Education and Information Technologies, 26(6), 7321–7338. https://doi.org/10.1007/s10639- 021-10589-x
  5. Bicen, H., & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case study. International Journal  of Emerging Technologies in Learning/International Journal: Emerging Technologies in Learning, 13(02), 72.  https://doi.org/10.3991/ijet.v13i02.7467
  6. Cevher, A. Y., & Yildirim, S. (2020). Investigation of Academic Studies on Learning Styles: A Systematic review. Hayef:Journal of  Education, 17(1), 20–50. https://doi.org/10.5152/hayef.2020.1922
  7. Davadas, S. D., & Fah, L. Y. (2021). Contributing Factors Affecting Students Attitudes towards Mathematics in Sabah. Universiti  Malaysia Sabah Press.
  8. Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case  study. Journal of Computer Assisted Learning, 36(5), 709–717. https://doi.org/10.1111/jcal.12438
  9. Dowker, A., Cheriton, O., Horton, R., & Mark, W. (2019). Relationships between attitudes and performance in young children’s  mathematics. Educational Studies in Mathematics, 100(3), 211–230. https://doi.org/10.1007/s10649-019-9880-5
  10. Garber, L. L., Hyatt, E. M., & Boya, Ü. Ö. (2018). Constituting, testing and validating the gender learner profiles of serious game  participants. International Journal of Management Education, 16(2), 205–223. https://doi.org/10.1016/j.ijme.2018.02.005
  11. Gök, M. (2020). Mathematical mystery in a cultural game. World Journal of Education, 10(6), 64.  https://doi.org/10.5430/wje.v10n6p64
  12. Hopkins, L., Hampton, B. S., Abbott, J. F., Buery-Joyner, S. D., Craig, L. B., Dalrymple, J. L., Forstein, D. A., Graziano, S. C.,  McKenzie, M. L., Pradham, A., Wolf, A., & Page-Ramsey, S. M. (2018). To the point: medical education, technology, and the  millennial learner. American Journal of Obstetrics and Gynecology, 218(2), 188–192. https://doi.org/10.1016/j.ajog.2017.06.001
  13. Hwang, S., & Son, T. (2021). Students’ Attitude toward Mathematics and its Relationship with Mathematics Achievement. Journal of  Education and E-learning Research, 8(3), 272–280. https://doi.org/10.20448/journal.509.2021.83.272.280
  14. Ismaizam, N. M., Rahman, S. F. A., Ahmad, S. N. S. M., Nazri, N. I. I. M., Idris, N. a. A., Ali, N. A., Rafi, N. F. B. M., Mohamad, S.  N. A., Rahim, A. a. A., Rashid, K. K. A., & Aldaba, A. M. A. (2022). An Integration of Game-based learning in a Classroom: An  Overview (2016 - 2021). International Journal of Academic Research in Progressive Education and Development, 11(1).  https://doi.org/10.6007/ijarped/v11-i1/12347
  15. Ke, F., & Clark, K. M. (2018). Game-Based multimodal representations and mathematical problem solving. International Journal of  Science and Mathematical Education/International Journal of Science and Mathematics Education, 18(1), 103–122.  https://doi.org/10.1007/s10763-018-9938-3 
  16. Kim, J., & Castelli, D. M. (2021). Effects of Gamification on Behavioral Change in Education: A Meta-Analysis. International Journal  of Environmental Research and Public Health/International Journal of Environmental Research and Public Health, 18(7), 3550.  https://doi.org/10.3390/ijerph18073550
  17. Kirkpatrick, J. N., Mitchell, C., Taub, C., Kort, S., Hung, J., & Swaminathan, M. (2020). ASE Statement on Protection of Patients and  Echocardiography Service Providers during the 2019 novel Coronavirus Outbreak: endorsed by the American College of Cardiology.  Journal of the American Society of Echocardiography, 33(6), 648–653. https://doi.org/10.1016/j.echo.2020.04.001 
  18. Kumar, S., Agarwal, M., & Agarwal, N. (2021). Defining and Measuring Academic Performance of HEI Students-A Critical Review.  Türk Bilgisayar Ve Matematik Eğitimi Dergisi, 12(6), 3091–3105. https://turcomat.org/index.php/turkbilmat/article/view/6952
  19. Lamrani, R., & Abdelwahed, E. (2020). Game-based learning and gamification to improve skills in early years education. Computer  Science and Information Systems, 17(1), 339–356. https://doi.org/10.2298/csis190511043l
  20. Lanuza, M. H. (2020). Integrative Gamification technique in teaching specialization courses in mathematics. International Journal of  Scientific and Technology Research, 9(4), 1275–1281. https://www.ijstr.org/final-print/apr2020/Integrative-Gamification-Technique In-Teaching-Specialization-Courses-In-Mathematics.pdf
  21. Laranang, J. a. I., & Bondoc, J. M. F. (2020). Attitudes and Self- Efficacy of Students toward Mathematics. International Journal of  English, Literature and Social Science, 5(5), 1392–1423. https://doi.org/10.22161/ijels.55.11
  22. León-Mantero, C., Casas-Rosal, J. C., Pedrosa-Jesús, C., & Maz-Machado, A. (2020b). Measuring attitude towards mathematics using  Likert scale surveys: The weighted average.PloSOne, 15(10), e0239626.https://doi.org/10.1371/journal.pone.0239626
  23. Lima, M. a. S., Monteiro, Á. C., Leite, A. J. M., Junior, De Andrade Matos, I. S., Alexandre, F. S. O., Nobre, D. J., Monteiro, A. J., &  Da Silva Júnior, J. N. (2019). Game-Based application for helping students review chemical nomenclature in a fun way. Journal of  Chemical Education, 96(4), 801–805. https://doi.org/10.1021/acs.jchemed.8b00540
  24. Liu, Z., Shaikh, Z. A., & Gazizova, F. (2020). Using the concept of Game-Based Learning in education. International Journal of
  25. Emerging Technologies in Learning/International Journal: Emerging Technologies in Learning, 15(14), 53.  https://doi.org/10.3991/ijet.v15i14.14675
  26. Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A.  (2021). Between level up and game over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4), 2247.  https://doi.org/10.3390/su13042247
  27. Mazana, M. Y., Montero, C. S., & Casmir, R. O. (2018). Investigating Students’ Attitude towards Learning Mathematics. International  Electronic Journal of Mathematics Education, 14(1). https://doi.org/10.29333/iejme/3997
  28. Mondido, (2018). Effect of Problem-based learning to Performance in Mathematics of Grade 9 and Grade 10. La Carlota City  College Graduate School. 
  29. Mylonas, G., Paganelli, F., Cuffaro, G., Nesi, I., & Karantzis, D. (2021). Using gamification and IoT-based educational tools towards  energy savings - some experiences from two schools in Italy and Greece. Journal of Ambient Intelligence & Humanized  Computing/Journal of Ambient Intelligence and Humanized Computing, 14(12), 15725–15744. https://doi.org/10.1007/s12652-020
  30. Nieto-Escamez, F. A., & Roldán-Tapia, M. D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review.  Frontiers in Psychology, 12. https://doi.org/10.3389/fpsyg.2021.648552
  31. PISA 2018 Results (Volume I). (2019). In Programme for international student assessment/Internationale Schulleistungsstudie.  https://doi.org/10.1787/5f07c754-en
  32. Quaye, J. (2020). Attitudes Towards Mathematics And Mathematical Achievement In Secondary Schools In England: Exploring The  Role Of Social Class, Gender And Ethnicity. Lulu.Com.Journals
  33. Quaye, J., & Pomeroy, D. (2021). Social class inequalities in attitudes towards mathematics and achievement in mathematics cross  generations: a quantitative Bourdieusian analysis. Educational Studies in Mathematics, 109(1), 155–175.  https://doi.org/10.1007/s10649-021-10078-5
  34. Realyvásquez-Vargas, A., Maldonado-Macías, A. A., Arredondo-Soto, K. C., Baez-Lopez, Y., Carrillo-Gutiérrez, T., & Hernández Escobedo, G. (2020). The Impact of Environmental Factors on Academic Performance of University Students Taking Online Classes during the COVID-19 Pandemic in Mexico. Sustainability, 12(21), 9194. https://doi.org/10.3390/su12219194
  35. Rincon-Flores, E. G., Velarde-Camaqui, D., Santos-Guevara, B., Rodríguez-Rodríguez, N., Quintana-Cruz, H., & Matsuura-Sonoda,  A. (2022). IMPROVING ATTITUDES TOWARD MATHEMATICS THROUGH GAMIFICATION. ICERI Proceedings.  https://doi.org/10.21125/iceri.2022.1486
  36. Ruiperez-Valiente, J. A., Gaydos, M., Rosenheck, L., Kim, Y. J., & Klopfer, E. (2020). Patterns of engagement in an educational  massively multiplayer online game: A Multidimensional view. IEEE Transactions on Learning Technologies, 13(4), 648–661.  https://doi.org/10.1109/tlt.2020.2968234
  37. Sailer, M., & Sailer, M. (2020). Gamification of in‐class activities in flipped classroom lectures. British Journal of Educational  Technology, 52(1), 75–90. https://doi.org/10.1111/bjet.12948
  38. Sarkar, A., & Roy, T. S. (2023). Creation and Development of a Digital Game for use of Gamification as a Teaching-Learning Approach  in Mathematics: a Secondary level research. Actualidades PedagóGicas/Actualidades PedagóGicas.  https://doi.org/10.19052/ap.vol1.iss79.6
  39. Sima, V., Gheorghe, I. G., Subić, J., & Nancu, D. (2020). Influences of the Industry 4.0 Revolution on the human capital Development  and Consumer Behavior: A Systematic review. Sustainability, 12(10), 4035. https://doi.org/10.3390/su12104035
  40. Smiderle, R., Rigo, S. J., Marques, L. B., De Miranda Coelho, J. a. P., & Jaques, P. A. (2020). The impact of gamification on students’  learning, engagement, and behavior based on their personality traits. Smart Learning Environments,7 (1)  https://doi.org/10.1186/s40561-019-0098-x
  41. Smiderle, R., Rigo, S. J., Marques, L. B., De Miranda Coelho, J. a. P., & Jaques, P. A. (2020). The impact of gamification on students’  learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1).  https://doi.org/10.1186/s40561-019-0098-x
  42. Subia, G. S., Salangsang, L. G., & Medrano, H. B. (2018). Attitude and Performance in Mathematics I of Bachelor of Elementary Education Students: A Correlational Analysis. American Scientific Research Journal for Engineering, Technology, and Sciences, 39(1),  206–213. https://asrjetsjournal.org/index.php/American_Scientific_Journal/article/download/3821/1378
  43. Sun-Lin, H. Z., & Chiou, G. F. (2019). Effects of gamified comparison on sixth graders’ algebra word problem solving and learning  attitude. DOAJ (DOAJ: Directory of Open Access Journals). https://doaj.org/article/18265ea872bf4b78a2b4b9a649308afc
  44. Tokac, U., Novak, E., & Thompson, C. G. (2019). Effects of game‐based learning on students’ mathematics achievement: A meta‐ analysis. Journal of Computer Assisted Learning, 35(3), 407–420. https://doi.org/10.1111/jcal.12347
  45. Toquero, C. M. (2020). Emergency remote education experiment amid COVID-19 pandemic. International Journal of Educational  Research and Innovation, 15, 162–176. https://doi.org/10.46661/ijeri.5113
  46. Wakhata, R., Mutarutinya, V., & Balimuttajjo, S. (2022). Secondary school students’ attitude towards mathematics word problems.  Humanities & Social Sciences Communications, 9(1). https://doi.org/10.1057/s41599-022-01449-1
  47. Yaşar, S. (2018). The Role of Massively Multiplayer Online Role-Playing Games in Extramural Second Language Learning: A  literature review. Journal of Educational Technology and Online Learning, 1(3), 1–10. https://doi.org/10.31681/jetol.436100
  48. Zamir, S., Yang, Z., Wenwu, H., & Sarwar, U. (2022). Assessing the attitude and problem-based learning in mathematics through PLS SEM modeling. PloS One, 17(5), e0266363. https://doi.org/10.1371/journal.pone.0266363