Gamification-Based Learning Management to Enhance Learning Achievement in Mathematics on Integers for Grade 7 Students
Keywords:
Gamification, Mathematics achievement, Learning management, Grade 7 studentsAbstract
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 (= 4.51, S.D.= 0.77). When analyzed by item, all items were rated as good or above.
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