Gamification-Based Learning Management to Enhance Learning Achievement in Mathematics on Integers for Grade 7 Students

Authors

  • Yodthaphonchai Khumthanet Faculty of Education and Educational Innovation, Kalasin University
  • Paweena Khansila Faculty of Education and Educational Innovation, Kalasin University
  • Prapaporn Nongharnpituk Faculty of Education and Educational Innovation, Kalasin University

Keywords:

Gamification, Mathematics achievement, Learning management, Grade 7 students

Abstract

       This research aimed to 1) compare mathematics achievement using the concept of gamification with Grade 7 students; 2) examine the developmental levels of students' learning achievement; and 3) study students' satisfaction with learning management. The sample group consisted of 33 Grade 7 students from HuaiPhuengPittaya School, selected by cluster sampling. The research instruments included lesson plans, an achievement test, and a satisfaction questionnaire. Statistical methods used were percentage, mean, standard deviation, t-test, and relative gain score analysis.

       The findings revealed that (1) students' mathematics achievement in the topic of integers significantly improved after learning with the gamification approach at the .05 significance level. (2) Six students (18.18%) demonstrated very high developmental levels, 13 students (39.39%) showed high developmental levels, and 14 students (42.43%) exhibited moderate developmental levels. (3) Overall, students' satisfaction with the learning activities was at the highest level (equation= 4.51, S.D.= 0.77). When analyzed by item, all items were rated as good or above.

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Published

2025-06-30

How to Cite

Khumthanet, Y. ., Khansila, P. ., & Nongharnpituk, P. . (2025). Gamification-Based Learning Management to Enhance Learning Achievement in Mathematics on Integers for Grade 7 Students. Suan Sunandha Asian Social Science, 19(1), 94–106. retrieved from https://so05.tci-thaijo.org/index.php/ssajournal/article/view/277292

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