Teaching Mathematics Using Gamification to Enhance Elementary Students’ Learning Outcomes

Main Article Content

Jurij Bokarev
Waraporn Thaima

Abstract

The study aimed to: (1) design a gamified mathematics lesson plan to enhance elementary students’ learning outcomes, (2) to compare the results of learning outcomes before and after the intervention, and (3) to examine student satisfaction with the gamified learning experience. This study investigated the effectiveness of gamified instruction in enhancing mathematics learning outcomes and student engagement among Prathomsuksa 5 students at Pattanawit School, School of Intelligent Skill (SIS). Using a pre-experimental one-group pretest-posttest design, the six-week intervention involved 35 participants. The instruments included two researcher-developed unit-based mathematics tests (pre- and post-tests) to assess academic performance and a 20-item Likert-scale student satisfaction survey to measure perceptions of the gamified experience. Classroom observation checklists and Quizizz usage reports were also utilized to monitor engagement and participation. Data were analysed using mean, standard deviation, and paired-sample t-tests. The results of this study revealed that: (1) the design of the gamification mathematics lesson plan incorporates game-based elements such as avatars, experience points (XP), badges, leaderboards, and Quizizz-based assessments. Students also created personalized avatars, which were digitized using Canva and AI image generators to provide a more immersive and motivating learning experience. (2) Academic performance was assessed through unit-based pre- and post-tests, with significant gains observed in both Unit 1 (M = 12.94, SD = 3.79) and Unit 2 (M = 16.06, SD = 2.01), with p-values < .001. Quizizz usage data showed increased accuracy and participation, while classroom observations confirmed improved motivation and reduced mathematics anxiety. (3) A 20-item student satisfaction survey yielded a mean score of 3.88 (SD = 1.06), indicating positive perceptions of the gamified approach. Some neutral responses to competitive elements suggested the importance of maintaining balance in game design.

Article Details

How to Cite
Bokarev, J., & Thaima, W. . (2025). Teaching Mathematics Using Gamification to Enhance Elementary Students’ Learning Outcomes. Sripatum Review of Humanities and Social Sciences, 25(2), 80–96. retrieved from https://so05.tci-thaijo.org/index.php/spurhs/article/view/282528
Section
Research Article

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