Effect of Gamification Element on Students Academic Performance In Mathematics In Basic Schools In Kwara State

Authors

  • Justina Ojoma Attah University of Ilorin, Nigeria
  • Oyeronke Olufumilola Ogunlade University of Ilorin, Nigeria
  • Ayotunde Atanda Falade University of Ilorin, Nigeria

DOI:

https://doi.org/10.33084/tunas.v9i2.7416

Keywords:

Gamification, Gamification Elements, Academic Performance, Mathematics Concepts

Abstract

Gamification elements are excellent tools for promoting specific behaviors and enhancing academic performance. Method: The study used a non-equivalent group design using a 2x2x2 factorial, quasi-experimental pre-test-post-test format. The population for this study were all junior secondary students in Kwara State. The target population for this study was all junior secondary students in basic 2 (J.i.S 2) in Kwara-North. Two junior secondary schools in Kwara-North L.G.A. were chosen using a purposive sample technique because they have functional and well-equipped computer labs. School B was the control group, whereas School A was the experimental group. The two groups were intact classes. The instruments used for data collection were: The Mathematics Concepts Performance Test (MCPT) and the Quizalize gamification application. To ensure the reliability of the instrument, a pilot study was carried out the acquired results were tested using split-half Reliability coefficients, and a value of .89 was obtained. The findings of the study revealed that the adoption of gamification element has an impact on junior secondary school students’ mathematics performance, female students performed better than male students after the treatment was administered. It was recommended among others that the gamification element is successful in lowering the level of abstractness connected with the teaching and learning of some mathematical concepts at the junior secondary school level of education, mathematics teachers should incorporate it into the classroom.

Downloads

Download data is not yet available.

Author Biographies

Justina Ojoma Attah, University of Ilorin, Nigeria

Oyeronke Olufumilola Ogunlade, University of Ilorin, Nigeria

Ayotunde Atanda Falade, University of Ilorin, Nigeria

References

Adigun , J., Onihunwa, J., Irunokhai , E., Sada , Y., & Adesina, O. (2015). Effect of Gender on Students’ Academic Performance in Computer Studies in Secondary Schools in New Bussa, Borgu Local Government of Niger State. Journal of Education and Practice, 6(33), 1-7.

Ajayi, J. T., & Imoko, B. I. (2015). Gender Differences in Mathematics Achievement and Retention Scores: A Case of Problem-Based Learning Method. International Journal of Research in Education and Science (IJRES), 1(1), 45-50.

Akpor, A. A. ., Ogbaini, C. A., Oboh, R. ., Oputa, J. E. ., Bello-Marvis, V., & Okafor, N. (2024). Unveiling Firm Value: Exploring Price to Book Value Method in Nigerian Food and Beverage Companies. Neraca: Jurnal Pendidikan Ekonomi, 9(2), 128–135. https://doi.org/10.33084/neraca.v9i2.7178

Ayre, R. (2021, August 1). Gamification Elements that Rocket Boost Learner Engagement. Retrieved from Docebo: www.docebo.com

Bellotti, F., Berta, R., De gloria, A., Lavagnino, E., Dagnino, F., Ott, M., . . . Mayer, I. S. (2012). Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games. Procedia Computer Science, 15(1), 174-186.

Blohm, I., & Leimeister, J. M. (2013). Design of IT-based enhancing services for Motivational Support and Behavioural Change. Business and Information Systems Engineering, 5(4), 275-278.

Brunder, P. (2015). Game on: Gamification in the classroom. The Education Digest, 56(7), 56-60.

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.

Danyaro, A., Aladesusi, A. G., Ajamu, A. O., Adegbite, A. F., & Attah, J. O. (2024). Pre-Service Teachers’ Awareness and Attitude Towards the Use of Open Educational Resources for Learning in Kano State, Nigeria. Suluh: Jurnal Bimbingan Dan Konseling, 9(2), 76–80. https://doi.org/10.33084/suluh.v9i2.6989

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.

Ding, L., Kim, C., & Orey, M. (2017). Studies of student engagement in gamified online discussions. Computers & Education, 115(12), 126-142. https://doi.org/10.1016/j.compedu.2017.06.016

Dochie, E., Herman, C., & Epune, C. (2017). Using Gamification For The Development Of Soft Skills, Skill Generator Assessment Game Case Study. International Scientific Conference of Learning and Software for Education, National Defense University, 3(1), 610-615.

EduTrends. (2016). Gamification. Retrieved July 15, 2018, from https://www.observatorio.item.mx/edutrendsgamificacion

Elshemy, N. (2017). Impact of Gamification Strategy on Academic Achievement and Achievement Motivation Toward Learning. Teaching & Education Conference, Venice, (pp. 18-52). doi:10.20472/TEC.2017.004.003

Emel, Y., & Zeynep, S. A. (2019). The Effects of Storytelling In Mathematics Education On Students' Problem-Solving Skills and Problem-Posing Skills. Journal of Mathematics Education Research, 1(1), 1-12.

Etuk, E. D., & Bello, D. O. (2016). Challenges and Prospects of Mathematics Education in Nigeria. Journal of Assertion, 227(6), 9684-9700.

Gonzalaz, C. S., Gomez, N., Navarro, V., Cairos, M., Quirec, C., Toledo, P., & Marrero-Gorddlo, N. (2016). Learning Healthy Lifestyles Through Active Video Games, Motor Games, and the Gamification of Educational Activities. Computer in Human Behaviour, 55(1), 529-551.

Güler, C., & Güler, E. (2015). Gamification in online learning environments: Badge usage. Journal of Research in Education and Teaching, 4(3), 1-23.

Gupta, P., & Goyal, P. (2022). Is Game-Based Pedagogy Just a Fad? A Self-Determination Theory Approach to Gamification in Higher Education. International Journal of Educational Management, 36(3), 341–356. https://doi.org/10.1108/IJEM-04-2021-0126

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification. HICSS, HICSS, 14, 3025-3034.

Hew, K. F., Huang, B., Chu, K. W., & Chiu, D. W. (2016). Engaging Asian Students Through Game Mechanics: Findings from Two Experiment Studies. Computers & Education, 92(93), 221-236. doi:https://doi.org/10.1016/j.compedu.2015.10.010

Jacobs, M. (2018). UX & Gamification: The Big Picture. Gamification Europe. Retrieved from https://www.slideshare.net/gamificationeurope/ux-gamification-the-big-picture-melinda-jacobs

Kapp, K. M., Blair, L., & Mesch, R. (2013). The gamification of learning and instruction field book: Theory into practice. New York: John Wiley & Sons.

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 (2019).

Kiryakova, G., Nadezhda, A., & Yordanov, L. (2014). Gamification in Education. 9th Proceedings of International Balkan Education and Science Conference

Kladchuen, R., & Srisomphan, J. (2021). The Synthesis of a Model of Problem-Based Learning with the Gamification Concept to Enhance the ProblemSolving Skills for High Vocational Certificate. International Journal of Emerging Technologies in Learning, 16(4), 4-21.

Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768

Langendahl, P. A., Cook, M., & Mark-Herbert, C. (2016). Gamification in Higher Education: Toward a Pedagogy to Engage and Motivate Students. Series, 6(6), 1-43.

Lebuna, J. C., Elloran, E. J., Losañes, R., Genegaban, R., Solinap, J. P., Gotera, R. J., 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.

Lewis, N. A., Sekaquaptewa, D., & Meadows, L. A. (2019). Modelling gender counter stereotypic group behaviour: A brief video intervention reduces participation gender gaps on stem teams. Social Psychology of Education: An International Journal, 22(3).

Marczewski, A. (2018). Gamification design framework toolkit. Wales: Gamified Uk.

Murjani, D., Kartini, N. H., & Elhawwa, T. (2023). Analysis of Students’ Difficulties in Understanding Concepts and Solving Fraction Problems in Class V of State Elementary School 5 Palangka. International Journal of Universal Education, 1(2), 51–55. https://doi.org/10.33084/ijue.v1i2.6921

Nah, F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education; A review of Literature. HCIB 2014, 85(27), 401-409.

Ofosu-Ampong, K. (2020). The Shift to Gamification in Education: A Review on Dominant Issues. Journal of educational technology systems, 49(1), 113-137.

Oginni, V. I., Akinola, A. S., Fadiji, A. E., & Amole, P. A. (2021). Effects of Mastery Learning Strategy on Secondary School Students Performance in Mathematics. European Journal of Education and Pedagogy, 2(5), 59-63. doi:http://dx.doi.org/10.24018/ejedu.2021.2.5.171

Ogunode , N. J. (2020). Investigation into the Challenges Facing Planning of Mathematic Programme in Senior Secondary Education in Abuja, Nigeria. Journal of Mathematical

Ozgur, H., Cuhadar, C., & Akgun, F. (2018). Current Trends in Gamification Research in. Education. Journal of Turkish Science Education, 99(99), 1-9.

Pasare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-Based Learning and Gamification to Promote Engagement and Motivation in a Medical Learning Context. Smart Learning Environment, 3(1), 5-12.

Putra, C. A., & Sumardy, M. (2023). Factor Analysis of Student Learning Difficulties Using Powerpoint Media. Tunas: Jurnal Pendidikan Guru Sekolah Dasar, 9(1), 96–98. https://doi.org/10.33084/tunas.v9i1.6596

Quizalize. (2017). The importance of Interactive Formative Assessments. Retrieved from Quizalize: www.quizalize.com

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

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. doi:https://doi.org/10.1186/s40561-019-0098-x

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.

Van-Gaalen, A., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A., & Georgiadis, J. (2021). Gamification of Health Professions Education: A Systematic Review. Advances in Health Sciences Education: Theory and Practice, 26(2), 683–711.

Vann, S. W., & Tawfik, A. A. (2020). Flow Theory and Learning Experience Design in Gamified Learning Environments. In M. Schmidt, A. A. Tawfik, I. Jahnke, & Y. Earns (Eds.), Learner and User Experience Research: An Introduction for the Field of Learning. EdTech Books.

Downloads

Published

2024-06-22

How to Cite

Attah, J. O., Ogunlade, O. O., & Falade, A. A. . (2024). Effect of Gamification Element on Students Academic Performance In Mathematics In Basic Schools In Kwara State. Tunas: Jurnal Pendidikan Guru Sekolah Dasar, 9(2), 156–161. https://doi.org/10.33084/tunas.v9i2.7416