International Journal of Academic Research in Business and Social Sciences

search-icon

Gamification Teaching in Mathematics Subject as A Guide for Future Teaching and Learning

Open access
The study aimed to determine the practical application of gamification in real-life mathematics classrooms in lower primary schools in China and students' satisfaction with gamification in mathematics classrooms. A total of 141 students from the lower grades (grades 1-3) of Chinese public primary schools participated in the survey and quantitative data were collected through the Student Evaluation of Educational Quality (SEEQ) form. Eight areas were assessed using the five-point Likert-type scale: (1) Learning (2) Enthusiasm (3) Organisation (4) Interaction (5) Breadth of Coverage (6) Examinations/ Grading (7) Assignments (8) Workload/Difficulty. The relationship between gender and interest in learning mathematics was analyzed using a t-test. The results of the study show that students are more satisfied with gamified teaching and that gender affects the interest in mathematics learning (in favor of males). In conclusion, gamified teaching is better used in practice in the mathematics classroom of lower grades in Chinese public primary schools, with higher levels of student satisfaction.

Aldalur, I., & Perez, A. (2023). Gamification and discovery learning: Motivating and involving students in the learning process. Heliyon, 9(1). https://doi.org/10.1016/j.heliyon.2023.e13135
Alsadoon, E., Alkhawajah, A., & Suhaim, A. Bin. (2022). Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction. Heliyon, 8(8). https://doi.org/10.1016/j.heliyon.2022.e10249
Alt, D. (2023). Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation. Computers and Education, 200. https://doi.org/10.1016/j.compedu.2023.104806
Fadhli, M., Brick, B., Setyosari, P., Ulfa, S., & Kuswandi, D. (2020). A meta-analysis of selected studies on the effectiveness of gamification method for children. International Journal of Instruction, 13(1). https://doi.org/10.29333/iji.2020.13154a
García-Álvarez, A., & Serradell-López, E. (2022). Developing a gamified system and a questionnaire for the future study of students’ motivation through gamification for learning Spanish as a foreign language in the university context. Research on Education and Media, 14(1), 1–8. https://doi.org/10.2478/rem-2022-0001
Hammill, J., Nguyen, T., & Henderson, F. (2021). Encouraging the flip with a gamified process. International Journal of Educational Research Open, 2. https://doi.org/10.1016/j.ijedro.2021.100085
Hooshyar, D., Yousefi, M., Wang, M., & Lim, H. (2018). A data-driven procedural-content-generation approach for educational games. Journal of Computer Assisted Learning, 34(6), 731–739. https://doi.org/10.1111/jcal.12280
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management (Vol. 45). https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Lavoué, É., Ju, Q., Hallifax, S., & Serna, A. (2021). Analyzing the relationships between learners’ motivation and observable engaged behaviors in a gamified learning environment. International Journal of Human Computer Studies, 154. https://doi.org/10.1016/j.ijhcs.2021.102670
Lei, C., & Razali, F. (2021). The effects of situational teaching, cooperative learning, and self-directed learning on mathematical learning abilities in China. International Journal of Human Resource Studies, 11(4S), 174. https://doi.org/10.5296/ijhrs.v11i4s.19247
Levine, S. C., & Pantoja, N. (2021). Development of children’s math attitudes: Gender differences, key socializers, and intervention approaches. Developmental Review, 62. https://doi.org/10.1016/j.dr.2021.100997
Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481. https://doi.org/10.1080/10494820.2018.1541910
Mutlu, Y. (2019). Math anxiety in students with and without math learning difficulties. International Electronic Journal of Elementary Education, 11(5). https://doi.org/10.26822/iejee.2019553343
Patrício, R., Moreira, A. C., & Zurlo, F. (2020). Enhancing design thinking approaches to innovation through gamification. European Journal of Innovation Management. https://doi.org/10.1108/EJIM-06-2020-0239
Pontes, H. P., Furlan Duarte, J. B., & Pinheiro, P. R. (2020). An educational game to teach numbers in Brazilian Sign Language while having fun. Computers in Human Behavior, 107. https://doi.org/10.1016/j.chb.2018.12.003
Re, A. M., Benavides-Varela, S., Pedron, M., De Gennaro, M. A., & Lucangeli, D. (2020). Response to a specific and digitally supported training at home for students with mathematical difficulties. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.02039
Sebastian, D., & José, Z. (2018). Role-Playing Game Studies: Transmedia Foundations. (Routledge).
Sobrino-Duque, R., Martínez-Rojo, N., Carrillo-de-Gea, J. M., López-Jiménez, J. J., Nicolás, J., & Fernández-Alemán, J. L. (2022). Evaluating a gamification proposal for learning usability heuristics: Heureka. International Journal of Human Computer Studies, 161. https://doi.org/10.1016/j.ijhcs.2022.102774
Suárez-López, M. J., Blanco-Marigorta, A. M., & Gutiérrez-Trashorras, A. J. (2023). Gamification in thermal engineering: Does it encourage motivation and learning? Education for Chemical Engineers, 45, 41–51. https://doi.org/10.1016/j.ece.2023.07.006
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023a). A systematic literature review of teacher scaffolding in game-based learning in primary education. In Educational Research Review (Vol. 40). Elsevier Ltd. https://doi.org/10.1016/j.edurev.2023.100546
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023b). A systematic literature review of teacher scaffolding in game-based learning in primary education. In Educational Research Review (Vol. 40). Elsevier Ltd. https://doi.org/10.1016/j.edurev.2023.100546
Taan, S., & Hajjar, E. L. (2018). Statistical analysis: Internal-consistency reliability and construct validity. International Journal of Quantitative and Qualitative Research Methods, 6(1).
Ünlü, A. (2023). Mathematical self-determination theory I: Real representation. Journal of Mathematical Psychology, 116. https://doi.org/10.1016/j.jmp.2023.102792
Wang, D., Nida, M. K. M., Luan Wong, S., & Bakar, R. A. (2021). Exploring the Use of Gamified Augmented Reality Apps in the Formation of Interest Among Vocational College Students. https://doi.org/10.1177/2372732216
Yang, Q.-F., Lin, C.-J., & Hwang, G.-J. (2021). Research focuses and findings of flipping mathematics classes: a review of journal publications based on the technology-enhanced learning model. Interactive Learning Environments, 29(6), 905–938. https://doi.org/10.1080/10494820.2019.1637351
Zhan, N., Fan, X., Shen, F., Song, L., Zhou, C., Xiao, J., Wu, X., Li, L. J., Xi, J., Li, S. J., Zeng, S., Li, C., Wang, L., & Li, W. (2022). Effects of grade, academic performance, and sex on spatial working memory and attention in primary school children: a cross-sectional observational study. Journal of Bio-X Research, 5(2), 90–96. https://doi.org/10.1097/JBR.0000000000000120
Zsoldos-Marchis, I. (2020). Gamification of the mathematics course for pre-service preschool and primary school teachers. EDULEARN20 Proceedings, 1, 6787–6794. https://doi.org/10.21125/edulearn.2020.1765
Zumbach, J., Rammerstorfer, L., & Deibl, I. (2020). Cognitive and metacognitive support in learning with a serious game about demographic change. Computers in Human Behavior, 103. https://doi.org/10.1016/j.chb.2019.09.026