Effect of Gamification on Students’ Mathematical Learning Abilities at Primary Level

Clicks: 7
ID: 337154
2023
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This article has not been analysed, so there is no overall score — reader engagement is measured and shown alongside.
AI Quality Assessment
Not analyzed
Readership in this journal
Emerging

Ranked #790 of 953 articles by views in Pakistan Social Sciences Review

Most read Least read

Bar heights use a square-root scale. Only the 120 most-read articles are drawn; the journal has 953 in total.

Mint this article as an NFT
Not yet minted

Create a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.

5 SUSD one-off · no wallet required
Abstract
Gamification is a process of using game elements in a non-gamified context to make it interesting. It is a gaining process in business, marketing, and well initiatives. Its application in education is still an emerging trend. The present study aimed to analyze the effect of gamification on the development and progress of students at their own pace, depth, etc. This study was quantitative; quasi quasi-experimental research design was adopted. The study sample was selected by matching the students' pre-test scores. The sample of the study consisted of 30 students, grade 4th, of which 15 were in the control group and 15 were in the experimental group at the public sector of primary school level in Sialkot. The comparison of gamified and traditional teaching methodology was tested through a paired sample t-test. The present study found that gamification improves students' mathematical learning abilities more effectively. This study concluded that using the gamification method is more effective. Using only game-based learning may distract from learning purposes. The overall conclusion was that gamification is an important and effective method to improve students' mathematical learning abilities. This study suggested that teachers should use gamification of education to encourage a better learning environment.
Reference Key
imported_1793231447_6ae28a5720104 Use this key to autocite in the manuscript while using SciMatic Manuscript Manager or Thesis Manager
Authors
Journal Pakistan Social Sciences Review
Year 2023
DOI
10.35484/pssr.2023(7-III)31
URL
Keywords Keywords not found

Citations

No citations found. To add a citation, contact the admin at info@scimatic.org

No comments yet. Be the first to comment on this article.