The effect of gamification on the academic performance in mathematics of fourth-grade elementary students

Document Type : Original Article

Authors

Education Department Of Isfahan, Isfahan, Iran

10.22108/nea.2025.141795.2042

Abstract

Gamification, due to its nature of incorporating elements of games into non-game contexts, has also been embraced in education. This study aimed to investigate the effects of gamification on the academic performance in mathematics of fourth-grade elementary school students. This research is applied in nature, utilizing a quasi-experimental method with a pre-test-post-test design and a control group. The population consisted of all fourth-grade elementary school students in District 6 of Isfahan (N=3868) during the academic year 1399-1400. A multi-stage random cluster sampling method was used, with 15 subjects in the experimental group and 15 in the control group. The data were collected using a researcher-developed test to measure fourth-grade elementary school student's academic performance in mathematics. Univariate analysis of covariance was employed to analyze the data. The findings indicated a significant difference between the adjusted means of academic performance scores in the post-test stage (after controlling for pre-test scores) between the experimental and control groups. Consequently, the results of the univariate covariance analysis demonstrated that gamification positively impacted the academic performance of fourth-grade students. It is therefore recommended that teachers incorporate gamification as an effective strategy for teaching mathematics at this grade level.

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