Effect of Gamification-Based Teaching on Junior Secondary School Student's Academic Performance in Mathematics in Kwara State

Authors

  • Justina Ojoma Attah Department of Educational Technology, University of Ilorin, Ilorin-Nigeria
  • Oyeronke Olufumilola Ogunlade Department of Educational Technology, University of Ilorin, Ilorin-Nigeria
  • Bridget Idowu Otemuyiwa Nigerian Educational Research and Development Council (N.E.R.D.C.) Sheda

DOI:

https://doi.org/10.31538/adrg.v4i2.1325

Keywords:

Gamification, Gamification-Based Teaching, Academic Performance, Mathematics

Abstract

Gamification is a cutting-edge pedagogical approach to addressing student social behaviour, motivation, and academic performance in the classroom, particularly in subjects that are perceived to be difficult such as mathematics where there was a perceived failure. Hence, this study investigated the effect of gamification-based teaching on junior secondary school student’s academic performance in mathematics in Kwara State. The study adopted a quasi-experimental pretest-posttest, non-equivalent group design. The population was all junior secondary students in Kwara State while the target population were all junior secondary students in J.S.S. 2 in Kwara-North Senatorial district. A purposive sampling technique was used to select two junior secondary schools based on the availability of computer laboratories. A total of 122 students (experimental group 64; control group 58) were involved. Three instruments were used for data collection. Split-half was used to test the reliability of the instruments and coefficients of .89 were obtained Data collected were analyzed using descriptive and inferential statistics at 0.05 level of significance. The study revealed that; gamification-based teaching had a significant effect on the experimental group (F (1,54) = 1.826; p< 0.05) and female students in the experimental group significantly performed better than male students after the treatment. This study concluded that the use of gamification-based teaching in mathematics enhanced teaching-learning effectiveness in mathematics. The study, therefore, recommended among others, that mathematics teachers should use gamification in teaching mathematics to reduce the level of abstractness associated with teaching-learning of mathematics.

Downloads

Download data is not yet available.

References

Adeneye, O. A. (2012). An analysis of the new 9-year Basic Education Mathematics Curriculum in Nigeria. Journal of Acta Didactica Napocensia, 5(1), 1-10.

Adeoye, M.A. (2023). Influence of Gamification Elements on Students’ Academic Performance. Indonesian Journal of Teaching in Science 3(2), 105-112.

Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The Role of Gamification Techniques in Promoting Student Learning: A review and synthesis. Journal of Information Technology Education: Research, 18(1), 395-417.

Audsley, S. M. (2019, August 14). 6 Reasons to Study Mathematics. Keystone: https://www.phdstudies.com/article/6-reasons-to-study-mathematics/

Caballero, L. S., Ferrer, M. M., & Tiria, R. A. (2022). The Role of Gamification in the Academic Performance of Junior High School Students in Language Subject. International Journal of Scientific Research in Multidisciplinary Studies, 8(3),

Clark, D. B., Smith, E. T., Hostetler, A., Fradkin, A., & Polikov, V. (2018). Polikov, Substantial Integration of Typical Educational Games into Extended Curricula. Journal of Learning Sciences, 27(2), 265–318

Chand, S., Chaudhary, K., Prasad, A., & Chand, V. (2021). Perceived Causes of Students’ Poor Performance in Mathematics: A Case Study at Ba and Tavua Secondary Schools. Frontiers in Applied Mathematics Statics, 7(6), 1-13.

Costa, C., Alvelos, H., & Teixeira, L. (2019). Investigating the Use and Acceptance of Technologies by Professors in a Higher Education Institution. Int. J. Online Pedagogy & Course Design, 9(2), 1-20.

Dahalan, F., Alias, N., & Shaharom, M. N. (2023). Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review. Education and Information Technologies, 1(1), 1-5.

Denny, P. (2015). Generating Practice Questions as a Preparation Strategy for Introductory Programming Exams. Proceedings of the 46th ACM Technical Symposium on Computer Science Education (ACM, Kansas City, Missouri, USA, 2015).

Dele-Ajayi, O., Strachan, R., Alison, P., & Sanderson, J. (2019). Games for Teaching Mathematics in Nigeria: What Happens to Pupils’ Engagement and Traditional Classroom Dynamics? IEEE Access, 1(1), 1-9.

Faghihi, U., Brautigam, A., Jorgenson, K., Measures, E., & Maldonado-Bouchard, S. (2014). How Gamification Applies for Educational Purposes Especially with College Algebra. Procedia Computer Science, 41(1), 182-187.

Forndran, F., & Zacharias, C. R. (2019). Gamified experimental physics classes: A promising active learning methodology for higher education. European Journal of Physcology, 40(1), 17-22.

Gravemeijer, K., Stephan, M., Julie, C., Lin, F. L., & Ohtani, M. (2017). What Mathematics Education May Prepare Students for the Society of the Future? International Journal of Science and Mathematics Education, 15(1), 105-123.

Jaradat, M., Imlawi, J. M., & Al-Mashaqba, A. (2018). Investigating the moderating effects of self-efficacy, age, and gender in the context of nursing mobile decision support systems adoption: A developing country perspective. International Journal of Interactive Mobile Technologies (IJIM), 12(2), 113-129.

Karakolidis, A., Pitsia, V., & Emvalotis, A. (2016). Mathematics Low Achievement in Greece: A Multilevel Analysis of The Program for International Student Assessment (PISA) 2012 data. Themes Science Technology Education, 9(1), 3–24.

Kasahara, R., Sakamoto, K., Washizaki, H., & Fukazaw, Y. (2019). Applying gamification to motivate students to write high-quality code in programming assignments. Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE.

Kimble, T. (2020). The Impact of Gamification on the Mathematics Achievement of Elementary Students. Doctor of Education in Teacher Leadership Dissertations. 43.

Koivisto, J., & Hamari, J. (2014). Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior, 35(1), 179-188.

Komolafe, O. G., & Oyarinde, O. N. (2020). The Effect of Storytelling, Points and Level Elements of Gamification on Secondary School Students Academic Achievement Toward Physic In Ondo Metropolis, Nigeria. International Journal of new trends in educational planning and Management, 1(2), 57-67.

Lebuna, J. C., Elloran, E. J., Losañes, R., Genegaban, R., Solinap, J. P., Gotera, R. J., Gemarino, C.M., Geca, R. B. & Nicmic, A. M. (2022). Gamification and Learners’ Motivation in the New Normal. The 3rd International Conference on Information Technology and Security, 1(1), 73-81.

Liang-Yi, C., & Rong-chi, C. (2017). The Effect of Gender on Motivation and Student Achievement in Digital Game-based Learning: A Case Study of a Contented-Based Classroom. EURASIA Journal of Mathematics Science and Technology Education, 13(6), 2309-2327

Napal, M. (2020). Integration of ICT in STEM education. Retrieved from Sustainable Education and Approaches: www.sciprofiles.com

Nehring, N., Baghaei, N., & Dacey, S. (2018). Improving students’ performance through Gamification: A user study. (B. McLaren., Ed.) International Conference on Computer Supported Education (CSEDU), 213–218.

Nwachukwu, U. M., & Johnson, P. A. (2020). Effect of Gamification on Performance and Interest of Students in Basic Technology in Rivers State. International Journal of Innovative Information Systems & Technology Research, 8(2), 26-36.

Okoi, O. A., & Esomonu, N. M. (2021). Centralized Secondary School Examination, Basic Education Certificate Examination and Mathematics Test Anxiety as Predictors of Students’ Achievement in Mathematics. International Journal of Educational Research Review, 234-239.

Omeodu, M. D., & Fredrick, F. C. (2019). Effect of Game Teaching Method on Students' Mathematics Achievement in Aboh-Mbaise Local Government Area, Imo State. International Journal of Innovative Social and Science Educational Research, 7(3), 18 -23.

Osakwe, J., Iyawa, G., Ujakpa, M., & Mateus, J. (2022). Gamifying Learning in High Schools: Perceptions of Students in Selected African Countries. IST-Africa 2022 Conference Proceedings (pp. 1-9). IST-Africa Institute and IIMC.

Özgür, H., Çuhadar, C., & Akgün, F. (2018). Current trends in gamification research in education. Kastamonu Education Journal, 26(5), 1479-1488.

Park, J., Kim, S., Kim, A., & Yi, M. Y. (2019). Learning to be better at the game: Performance Vs. Completion Contingent Reward for Game-Based Learning. Computer in Education 1(1), 1-7.

Quizalize blog. (2017). Incorporating digital quizzes into your everyday classroom routine. Best teaching practices, www.Quizalize.com.

Radišić, J., Videnović, M., & Baucal, A. (2015). Math Anxiety – Contributing School and Individual Level Factors. European Journal of Psychology of Education, 30(1)

Rao, H. (2022). Gamification in Higher Education: A Systematic Literature Review with Particular Reference to Octalysis as the Futuristic Framework for Further Research. Journal for Leadership and Instruction, 21(2), 38-47.

Ramirez, G., Chang, H., Maloney, E. A., Levine, S. C., & Bedock, S. L. (2016). On the Relationship between Math Anxiety and Math Achievement in Early Elementary School. The Role of Problem-Solving Strategies. Journal of Experiential and Child Psychology, 14(1), 83-100.

Reeves, D. (2015, July 10). 7 Ways to Increase a Student's Attention Span. Retrieved from Ethiopia: https://www.edutopia.org/discussion/7-ways-increase-students-attention -span

Sailer, M., & Sailer, M. (2021). Gamification of in-class activities in flipped classroom lectures. British Journal of Educational Technology, 52(1), 75–90.

Sanmugam, M., Abdullah, Z., & Zaid, N. (2014). Gamification: Cognitive Impact and Creating a Meaningful Experience in Learning. Conference: ICEED 2014,6th International Conference on Engineering Education, 1-7.

Segura-Robles, A., Fuentes-Cabrera, A., Parra-González, M. E., & López-Belmonte, J. (2020). Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education. Frontier Psychology, 1(1),1103-1111.

Serrano, K. (2019). The effect of digital game-based learning on student learning: A literature review. Graduate Research Papers. 943.

Smiderle, R., Rigo, S. J., & Marques, L. B. (2020). The impact of gamification on students’ learning, engagement, and behaviour based on their personality traits. Smart Learn. Environ, 7(3), 1-5.

Subhash, S., & Cudney, E. A. (2018). Gamified Learning in higher education: A systematic review of the literature. Computer in Human Behaviour, 87(1), 192-206.

Suleiman, Y., & Hammed, A. (2019). Perceived causes of students’ failure in mathematics in Kwara State junior secondary schools: implication for educational managers. International Journal of Educational Studies in Mathematics, 6(1), 19–33.

Ukala, C. C. (2018). Gamifying the Classroom with Mobile Devices to Enhance Students’ of Public Junior Secondary. European Journal of Research and Reflection in Educational Sciences, 6(3), 41-48.

Veltri, N. F., Krasnova, H., Baumann, A., & Kalayamthanam, N. (2014). Gender differences in online gaming: A literature review. 20th Americas Conference on Information Systems, AMCIS 2014.

Yadav, S. (2020). Role of Mathematics in the Development of Society. International Journal of Research and Analytical Reviews (IJRA), 6(4), 295-305.

Downloads

Published

2024-09-15

How to Cite

Attah, J. O., Ogunlade, O. O., & Otemuyiwa, B. I. (2024). Effect of Gamification-Based Teaching on Junior Secondary School Student’s Academic Performance in Mathematics in Kwara State. Andragogi: Jurnal Pendidikan Dan Pembelajaran, 4(2), 153–165. https://doi.org/10.31538/adrg.v4i2.1325