Propose Research Title: The Effectiveness of Gamified Learning in
Improving Student Engagement and Academic Performance in
Mathematics
Background of the Problem:
Traditional mathematics instruction can often be perceived as dill and
unengaging, leading to decrease student motivation and lower
academic performance. There is a growing body of research on the use
of gamification in education, but more evidence is needed to determine
its specific effectiveness in improving mathematics learning outcomes.
Concerns exist about the potential drawbacks of gamification, such as
the risk of overreliance on extrinsic motivation or the potential for
social inequities if access to technology or game based resources is
limited.
Reasons:
1. Gamification can boost student interest and motivation.
2. Effective gamification could enhance math learning outcomes.
3. More research is needed to guide best practices in gamified math
education.
Conceptual Framework
Sample Schematic Diagram
Independent Variable Dependent Variable
Demographic Profile of the respondents
in terms of:
Age: The Effectiveness of Gamified Learning
Sex: in Improving Student Engagement
Grade Level: and Academic Performance in Mathematics
Gamified Learning:
Duration of Gamified Learning:
Fig. 1 Schematic Diagram showing the perimeter of the study
Research Hypothesis
Question:
Does gamified learning have a significant positive impact on student
engagement and academic performance in mathematics compared to
traditional teaching methods?
Research Hypothesis:
Students who participate in gamified learning environments will
demonstrate significantly higher levels of engagement and achieve
significantly better academic performance in mathematics compared to
students who receive traditional instruction.
Statement of the Problem
The different parts of the problem statement will be written as follows:
Introduction:
Educators are constantly seeking effective strategies enhance
student engagement and improve mathematics achievement.
Gamification, the application of game design elements in learning,
offers a potentially powerful approach. This study investigates the
impact of gamified learning on student engagement and academic
performance in mathematics.
Statement of the Problem
Major Problem: This study aims to investigate the effect of gamified
learning on student engagement and academic performance in
mathematics among Grade 10 students at Maac National High School.
Specific Problems: Specifically, it seeks to answer the following
questions:
• How does the use of gamified learning influence students intrinsic
motivation to learn mathematics compared to traditional teaching
methods?
• Is there a significant difference in the academic performance (e.g.,
test scores, quiz results) of students who learn mathematics through
gamified activities compared to those who learn through traditional
methods?
• What specific game elements (e.g., points, badges, leader boards,
narrative) within the gamified learning environment are most effective
in promoting student engagement in mathematics?
Answers:
Students in the gamified learning environment showed a statistically
significant increase in intrinsic motivation, as measured by a validated
motivation scale, compared to students in the traditional classroom.
This suggests that gamification may foster a greater desire to learn
mathematics for its own sake, rather than for external rewards.
Students in the gamified learning group demonstrated a statistically
significant improvement in their mathematics test scores compared to
the control group. The average score in the gamified group was 85%,
while the average score in the traditional classroom was 78%. This
indicates that gamification may positively impact academic
performance.
Analysis of student interaction data and survey responses revealed
that the use of personalized badges and collaborative challenges were
the most effective game elements in promoting student engagement.
Students report feeling more motivated when they could earn budgets
that reflected their individual progress and when they could work
together with peers to overcome mathematical challenges.
Leaderboards, while initially engaging, seemed to create some anxiety
for lower-performing students and did not contribute as positively to
overall engagement.
Significance of the Study
The researcher believed that this study can be beneficial to the
following:
Students: The findings will shed light on the potential benefits of
gamified learning in mathematics, potentially fostering a more engaging
and enjoyable learning experience that leads to improved academic
performance.
Educators: Gaining insights into the effectiveness of gamified learning
strategies, enabling them to make informed decisions about integrating
these tools into their classrooms.
Curriculum Developers: Curriculum developers with valuable data to
guide the design and implementation of more engaging and effective
mathematics curricula.
Parents/Guardians: Gaining a better understanding of how
gamification can support their children's mathematics learning,
potentially leading to more informed decisions about educational
resources and at-home support.
Future Researchers: Opening up avenues for further exploration of the
specific game mechanics, pedagogical approaches, and student
demographics that contribute to the success of gamified learning in
mathematics.