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1. Introduction
Pursuing scientific knowledge has led to numerous discoveries and innovations,
such as advanced communication and transportation systems, making the world
a global village (Mobolaji, 2017). These technological advancements rely heavily
on a solid mathematical foundation as scientific knowledge would be incomplete
without it. For meaningful progress to occur globally, a strong base in science and
mathematics is essential. Mathematics holds various meanings in contemporary
times. According to Aminu and Akinmeji (2022), mathematics reflects a person’s
subconscious and mental processes. It is further explained as the field that
employs precise, logical, exact, and simple mental processes to enhance human
comprehension of itself and its surroundings (Egara & Mosimege, 2024a; Okeke
et al., 2022). The term “mathematics” originates from the Greek word for “learned
things,” referring to the science of measurement, calculation, and object
description (Nzeadibe et al., 2019, 2020). Suleiman and Hammed (2019) argue that
a nation cannot become wealthy or economically independent without studying
mathematics, as science and technology are built upon it. Mathematics acts as a
bridge between mathematical and non-mathematical information, underscoring
its significance. Consequently, mathematics is a core component of elementary
and secondary school curricula and a prerequisite for admission to higher
education programmes (Aminu, 2018; Mosimege et al., 2024).
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Game-based learning defines and promotes learning goals by utilising the power
of games as a teaching tool. Game-based learning goes beyond mere gameplay; it
involves educational activities designed to introduce concepts progressively and
guide users towards specific learning objectives (Pho & Dinscore, 2015). This
approach utilizes instructional games that incorporate elements such as
engagement, immediate rewards, and friendly competition, all aimed at
sustaining learners’ motivation in academic settings. Game-based learning
benefits all students from pre-school to post-secondary education, which is a
significant development. Additionally, it is irrelevant where or how students
learn; they can do so either individually or in groups while using physical items
or online games (Nisbet, 2023).
Nisbet (2023) lists a few of the most typical game-based learning examples, such
as card games, which use a standard or game-specific deck of cards. Board games,
which involve moving components or pieces, are frequently used. Chess and
Checkers are the two most well-known board games; however, students can find
hundreds, if not thousands, of others to explore (this study utilised the board
games). Simulation games are games that closely replicate real-world actions. The
Sims, a popular life simulation game brand that lets users create and explore
virtual worlds, made its debut in 2000. Word games are usually interactive media
to investigate linguistic principles or language proficiency. A classic word game
is Scrabble, whereas a more contemporary one is the programme Words With
Friends. Puzzle games are games that place a strong focus on using logic, word
completion, sequence solving, spatial awareness, and pattern recognition to solve
puzzles. For instance, the mathematics games Sudoku and 2048 are well-liked.
Video games are electronic games that allow players to control what shows on the
screen using a joystick, controller, or keyboard. The venerable Pac-Man or, more
recently, Fortnite, are two examples that might come to mind. Role-playing games
are where participants take on the roles of fictional characters who go on journeys.
Playing educational games can help us re-evaluate our learning processes. This
allows the students to produce their materials, exchange instructional insights,
and hone their abilities in preparation for the actual reality (Karakoç et al., 2022).
Games encourage learning involvement on the levels of cognition, affect, and
sociocultural, in contrast to other forms of media that do not provide a fun
learning method (Plass et al., 2015). Through exchanges between learners and the
game, learners and other learners, and learners and instructors, as well as through
meaningful feedback, game-based learning promotes the collaborative building
of knowledge (Vlachopoulos & Makri, 2017). Compared to traditional instruction
methods, a study has shown that educational games increase students’ high-level
thinking skills and motivation (Sezgin, 2016). Additionally, evidence supports the
idea that game-based learning can successfully present lessons in an impressive
and inspiring way, increasing learners’ interest in STEM subjects and raising their
academic accomplishment (Musselman, 2014).
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Despite the benefits of game-based learning, there are some limitations. Game-
based learning may take up a great deal of time, and it can be challenging to
anticipate how long each game session will last (Boghian et al., 2019).
Additionally, some students may feel uneasy about competition, visibility, and
comparison of game outcomes (Jääskä & Aaltonen, 2022). Gamified courses may
be perceived as demanding by students, who may instead favour more
conventional learning techniques (Domínguez et al., 2013). Learners may become
frustrated by improper technical game-based learning applications or a
disconnect from learning goals (Shute et al., 2015). However, during game-based
learning sessions, mild confusion and irritation may promote learning and
generate positive affective states such as delight and exhilaration (Jääskä &
Aaltonen, 2022). Molin (2017) summarises the challenges to implementing and
embracing game-based learning. They include difficulty selecting and integrating
educational games, teachers’ lack of time to plan gameplay sessions and
inadequate technical ability. Teachers may be hesitant to use the approach owing
to concerns about integrating game-based learning into curricula, time constraints
in the classroom, and the novelty of game-based learning teaching techniques
(Jong, 2016).
The social learning theory, created by Albert Bandura in 1930, is used in the
current study. The theory’s tenets include (a) Attention: Without concentrating on
the task, learners cannot learn. Learners are more likely to pay attention to
something new or unusual when presented, which will aid their learning; (b)
Retention: Learning occurs when knowledge is internalised. Then, when it is time
to react to a situation, learners can remember that learned knowledge; (c)
Reproduction: When necessary, learners repeat the knowledge or behaviour they
have previously acquired. How they react can be improved by mentally practising
or acting it out; and (d) Motivation: This is necessary for any task to be completed.
Usually motivation comes from witnessing someone else being rewarded or
punished for their actions. This might motivate learners to behave in the same
way or not. The social learning theory, as conceptualized by Bandura, asserts that
individuals learn social behaviours by observing and emulating the actions of
others. According to social learning theories, a social environment is essential for
learning to occur. The theory, which encourages social interaction among peers,
asserts that playing games with peers would promote learning among peers and
serve as the foundation for the present investigation. Through participation in
classroom games or contests, students can focus on learning through observation,
imitation, and interaction. This might aid their retention of the information
acquired in the classroom to the point where they can reproduce it, which might
result in improved performance in mathematics.
2. Reviewed Studies
Several studies have been conducted in various contexts on the effectiveness of
game-based approach in different academic disciplines as well as its impact on
students’ retention, both internationally and locally.
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This study seeks to address these gaps by offering empirical evidence on how
game-based learning can effectively improve and sustain the retention of
trigonometry concepts among diverse student populations in Enugu State,
Nigeria. By evaluating whether the game-based learning approach can
significantly improve and sustain the retention of trigonometry concepts among
senior secondary school students, regardless of gender, age, or location, this study
aims to offer valuable insights for educators and policymakers to upgrade
mathematics instruction and student outcomes. Therefore, the study’s questions
that guided this research were as follows: What are the mean retention scores of
learners exposed to the game-based learning approach? What is the influence of
gender, age, and location on the effectiveness of game-based learning in
enhancing students’ retention of mathematics concepts? Consequently, the
hypotheses formulated for the study were: Ho1: The game-based learning
approach does not significantly impact students’ mathematics retention. Ho2:
Gender, age, and location do not significantly moderate the effectiveness of game-
based learning in enhancing students’ retention of mathematics concepts.
3. Methodology
3.1 Research Design
This study employed a mixed-between and within measures analysis of variance
(ANOVA) design. The researchers specifically used the design to determine
whether the game-based learning approach impacted students’ mathematics
retention within and between the experimental and control groups.
3.2 Participants
Sixty students from senior secondary school level two (SS 2), with 31 males and
29 females, aged between 15 and 16 years, were chosen to take part in the study.
The study’s sample size was formed utilising the G*Power software version 3.1
(Faul et al., 2007) and suggested a sample size of 56 participants following these
parameters: alpha (α =.05), effect size f = 0.25, power (1–β =.80), and statistical test
(F tests Analysis of Variance [ANOVA]: Repeated measures, between factors).
Two public secondary schools, one in an urban and the other in a rural area, were
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selected randomly from the 16 public secondary schools in Enugu State’s Udenu
Local Government Area with SS 2 students’ population of 3,831 (Post Primary
School Management Board, 2022). Participants in this current study were
recruited from the schools chosen based on their trigonometry performance in
mathematics assessment conducted by their regular mathematics teachers before
the investigation. Students with grades ≤50 were enlisted to participate in the
study. In this study, a simple randomization procedure was employed to allocate
students to the intervention groups (experimental and control). The use of a
computer-generated random list, as suggested by Saghaei (2004), resulted in 28
students being assigned to the experimental (game-based learning) group and 32
to the control (conventional) group (see Figure 1 below for participants’ eligibility
criteria and sampling distribution for the study). Participants in the control group
were also given the opportunity to experience the game-based learning
programme at a later time. The ages of students in the experimental (game-based
learning) group (1.68 ±.48) were not significantly different from the ages of
learners in the control group (1.63 ±.49; t(58) = -.427, p =.671). Additional
information about the students can be found in Table 1.
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3.3 Measure
The Mathematics Achievement Test (MAT), which the researchers created, was
utilised to gather data. The MAT covers trigonometric functions’ concepts and
their degree values (sin, cos, tan, cot, cosec and sec). Students must/had to select
the correct response to each of the 20 questions on the MAT, which has
alternatives A, B, C and D. The mathematics scheme of work or curriculum for
senior secondary school two was used to develop the MAT questions. Any correct
response earned five marks, indicating that the lowest and highest possible scores
were 0 and 100, respectively. This means that the MAT’s 20 questions had a
highest score of 100 and a lowest score of 0.
3.5 Procedure
Before the study began on 13 October 2022, it received authorization from the
PPSMB in Enugu State’s Udenu Zonal office, under reference number
REC/PPSMB/22/00354. The researchers visited the institutions involved in the
study to obtain permission formally from the school heads before starting the
investigation. The school heads approved the investigation. The parents, students,
and instructors consented to participate as they were provided with informed
consent forms to complete and sign to confirm their consent to participate. The
study employed the regular mathematics teachers at the selected institutions as
research assistants. The researchers conducted a one-week training programme to
equip these instructors with the skills to apply and teach trigonometry concepts
(trigonometric functions and their values in degree [sin, cos, tan, cot, cosec and
sec]) through a game-based learning methodology. The mathematics instructors
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DESIGN
True Experimental with Mixed ANOVA Design
TARGET POPULATION
3,831 Senior Secondary School Two Students
SAMPLE
60 Senior Secondary School Two Students
SAMPLING TECHNIQUE
Simple Randomization Procedure
PRETEST PRETEST
POSTTEST POSTTEST
FOLLOW-UP FOLLOW-UP
4. Results
The findings are organised based on the research questions and hypotheses.
Research question 1: What are the mean retention scores of students exposed
to the game-based learning approach?
Table 2 indicates the learners who received the game-based learning intervention
achieved a mean post-test score (Time 2) of 70.18 (SD = 0.18) and a mean retention
score (Time 3) of 74.82 (SD = 13.84). In contrast, the students who received the
conventional approach had a lower mean post-test score (Time 2) of 49.53 (SD =
14.72) and an even lower mean retention score (Time 3) of 44.38 (SD = 17.72).
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Table 2: Results of repeated measures ANOVA for the study outcomes (effects of
group, time, and time by group interaction)
Game-based Control croup rmAnova
Variables
M SD M SD Effect F-ratio Df ηp 2 95%CI
MAT
[42.43,
Time 1 46.61 15.28 46.88 17.77 G 44.081* 1, 58 .432
51.06]
1.783, [56.55,
Time 2 70.18 10.05 49.53 14.72 T 16.561* .222
103.4 63.16]
1.783, [55.45,
Time 3 74.82 13.84 44.38 17.72 G x T 18.125* .238
103.4 63.75]
Note. MAT: Mathematics Achievement Test; SD: standard deviation; CI: confidence
interval; ɳ𝑃 2: effect size. *p<.001
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Research question 2: What is the influence of gender, age, and location on the
effectiveness of game-based learning in enhancing students’ retention of
mathematics concepts?
The outcome of the analysis in Table 3 indicated that the gender of participants
exposed to the game-based learning approach indicates that male learners had a
retention mean score of 66.43 (SD = 9.89) compared to their female counterparts,
who had a retention mean score of 48.67 (SD = 10.43). On the other hand, the table
also revealed the age of participants exposed to the game-based learning
approach, which indicates that students between the ages of 14-15 years had a
retention mean score of 68.33 (SD = 9.01) compared to their counterparts who are
between the ages of 16 -17 years that had a retention mean score of 71.05 (SD =
10.62). Lastly, the table revealed that the location of participants exposed to the
game-based learning approach indicates that urban students had a retention mean
score of 68.67 (SD = 9.72) compared to their rural counterparts, who had a
retention mean score of 77.92 (SD = 10.52).
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The analysis in Table 4 showed that the moderating variables (Gender, Age, and
Location) did not significantly affect the impact of game-based learning on
improving and sustaining learners’ retention of mathematics knowledge [F(1, 44)
= .568, p>.001; F(1, 44) = 2.145, p>.001; F(1, 44) = .694, p>.001]. Therefore, the
hypothesis is not rejected.
5. Discussion
This study sought to evaluate the effectiveness of the game-based learning
strategy in enhancing and maintaining students’ retention of mathematical
concepts. The findings revealed that learners who learned mathematics through
the game-based strategy retained the information more effectively than those
taught using traditional methods. Furthermore, the test of the first hypothesis
confirmed that learners in the experimental group sustained their retention of
mathematics concepts better than those in the control group. Thus, it can be said
that the use of games in the classroom improved and sustained the students’
retention of the mathematical concepts. The fact that the students actively
engaged in the learning process and interacted with one another may have
contributed to this observable difference. The finding agrees with the results of
Alizadehjamal and Langari (2021), Bahrami et al. (2012), and Omeodu and
Fredrick (2020) who, in their various studies, revealed that the game-based
learning effectively boosted students’ retention of mathematics concepts.
The results also showed that the gender, age, and location of the participants did
not significantly affect the effectiveness of the game-based learning in sustaining
learners’ retention in mathematics. This finding indicates that irrespective of
gender, age, or location, the sustenance of students’ retention in mathematics is at
an equal level. The outcome of the no significant influence for gender could be
that the game activities utilised positively influenced the mathematics instruction,
which could have led both male and female students to retain and sustain the
mathematics concepts. The male and female students could have also been
actively involved in the game activities through their participation and
interactions, leading to their retention of the mathematics concepts. The finding
corroborates with the result of Omeodu and Fredrick (2020), who found that no
differences exist between male and female students’ retention of mathematics
when the game-based teaching method is used. Again, our finding also validates
the result of research by Alizadehjamal and Langari (2021) that female students
retained mathematics concepts more readily when the game-based learning
approach was utilised.
Novelty: This study is novel in several ways. It is the first to employ a true
experimental design with repeated measures to evaluate the impact of game-
based learning on the retention of trigonometric concepts among senior secondary
students in Enugu State, Nigeria. Additionally, unlike previous studies, this
research considered the combined influence of gender, age, and location on the
effectiveness of game-based learning. By demonstrating that these demographic
factors do not significantly influence retention outcomes, this study offers robust
evidence supporting the universal applicability of game-based learning strategies
across diverse student populations. These insights contribute to educational
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6. Conclusion
Given that the game-based learning approach has shown positive results in
mathematics retention with secondary school one (SS 1) students in Imo State,
Nigeria (Omeodu & Fredrick, 2020) and primary one and three (grade 1 & 3)
students in Iran (Alizadehjamal & Langari, 2021; Bahrami et al., 2012), blended
with our research with SS 2 learners in Enugu State, Nigeria, we therefore
conclude that the game-based learning strategy is considered helpful for
sustaining retentive memory of mathematics concepts in adolescents students. We
also conclude that gender, age, or location have no influence on the effect of the
game-based learning strategy in sustaining students’ retention in mathematics.
6.2 Limitations
One limitation of this study is the unequal distribution of participants, with 28
students in the experimental group and 32 in the control group. This imbalance
may influence the results, potentially affecting statistical power and
generalizability. Unequal sample sizes can introduce bias, complicating the
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6.3 Recommendation
The following are the suggested recommendations based on our findings:
(i) To boost the sustenance of retentive memory of learners’ mathematics
concepts, mathematics teachers should incorporate the game-based
learning approach in their math lessons, especially in the teaching of
trigonometrical functions.
(ii) To support professional development, the government and relevant
educational organisations should organise seminars and workshops on
game-based learning for mathematics teachers.
(iii) Mathematics teachers should include and choose appropriate game
activities in their lesson plans that are suitable to facilitate mathematics
instructions, assist students in creating an entire, concrete memory model
of the relevant mathematical concepts, and enable them to recall
mathematics information learned easily.
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Appendix 1
SECTION B:
Instruction: Answer all Questions
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8. Find cos(45°):
A) 1
B) √2/2
C) 0
D) -1
9. Determine the value of tan(180°):
A) 1
B) 0
C) Undefined
D) -1
10. What is the secant of 45 degrees?
A) 1
B) √2
C) √3/2
D) 1/√2
11. Calculate the value of sin(180°):
A) 1
B) 0
C) -1
D) Undefined
12. Find the cosine of 120 degrees:
A) 1/2
B) -1/2
C) -√3/2
D) √3/2
13. Determine the tangent of 30 degrees:
A) 1/√3
B) √3
C) 1/√2
D) 1
14. Evaluate the cotangent of 45 degrees:
A) 1
B) √2
C) 1/√2
D) -1
15. What is the cosecant of 60 degrees?
A) 2/√3
B) 1
C) 2
D) √3/2
16. Calculate the secant of 30 degrees:
A) 2/√3
B) 1/√3
C) 2
D) √3/2
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1. B
2. B
3. D
4. B
5. D
6. A
7. B
8. B
9. B
10. B
11. B
12. C
13. A
14. B
15. D
16. C
17. B
18. A
19. C
20. A
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