Enhancing Students’ Learning Outcomes Using Gamification

Authors

  • Muti-ur-Rahman Bhutto Quaid-e-Awam University of Engineering, Science & Technology, Nawabshah
  • Muhammad Saleem Vighio Quaid-e-Awam University of Engineering, Science & Technology, Nawabshah
  • Muhammad Waseem Jamali Quaid-e-Awam University of Engineering, Science & Technology, Nawabshah
  • Jairam Das Bather Quaid-e-Awam University of Engineering, Science & Technology, Nawabshah

Keywords:

Gamification, Student Engagement, Educational Technology, Mathematics Education, Learning Motivation

Abstract

Gamification has emerged as a promising strategy to improve student engagement, motivation, and academic performance. This study investigates the impact of gamification on second-grade mathematics learning by comparing traditional teaching methods with a gamified approach using the Matific.com platform. Employing a quasi-experimental design, the study involved 40 students divided into control and experimental groups, with data collected through pre- and post-tests and motivation surveys. Statistical analysis revealed that students exposed to gamified learning demonstrated significantly higher academic performance and motivation levels compared to those taught through conventional methods. The results indicate that gamification not only enhances cognitive outcomes but also fosters emotional engagement, suggesting its potential as a scalable and effective tool in early-grade education. This research contributes practical insights for educators and policymakers seeking to integrate innovative methods into traditional classrooms, especially within underperforming education systems like Pakistan’s.

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Published

2025-05-18

How to Cite

Bhutto, M.- ur-R., Vighio, M. S., Jamali, M. W., & Bather, J. D. (2025). Enhancing Students’ Learning Outcomes Using Gamification. International Journal of Innovations in Science & Technology, 7(6), 139–146. Retrieved from https://journal.50sea.com/index.php/IJIST/article/view/1368

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