Research Article
Transforming mathematics education through gamification: A study on motivation and learning among UAE sixth graders
More Detail
1 College of Education, United Arab Emirates University, Al Ain, UNITED ARAB EMIRATES2 Department of Education, College of Arts, Humanities and Social Sciences, University of Sharjah, Sharjah, UNITED ARAB EMIRATES3 Emirates College for Advanced Education, Abu Dhabi, UNITED ARAB EMIRATES* Corresponding Author
Contemporary Educational Technology, 18(1), January 2026, ep630, https://doi.org/10.30935/cedtech/17923
Published: 16 February 2026
OPEN ACCESS 160 Views 161 Downloads
ABSTRACT
The purpose of this study was to explore the impact of gamification on sixth-grade mathematics performance and motivation in the United Arab Emirates, addressing PISA-identified challenges amid the COVID-19 pandemic. Using a quasi-experimental design, 94 students participated in the study, and three assessment tools (pre-test, post-test, and questionnaire) were employed. The research compares traditional teaching methods with gamification, revealing a substantial performance difference (experimental group mean = 13.5, control group mean = 8.8), which highlights the effectiveness of gamification. Additionally, students conveyed positive perspectives on increased motivation, concentration, and engagement. The findings provide valuable insights into the potential of gamification across diverse educational settings, with significant implications for educators, curriculum designers, and researchers. This research underscores the relevance of incorporating gamification strategies to address contemporary challenges in mathematics education.
CITATION (APA)
Algburi, A. H., Almekhlafi, A. G., & Jarrah, A. M. (2026). Transforming mathematics education through gamification: A study on motivation and learning among UAE sixth graders. Contemporary Educational Technology, 18(1), ep630. https://doi.org/10.30935/cedtech/17923
REFERENCES
- Abdullateef, S. T. (2021). Remote learning: Fostering learning of 21st century skills through digital learning tools. Arab World English Journal, 7(1), 190-201. https://doi.org/10.24093/awej/call7.14
- Alshammari, M. T. (2020). Evaluation of gamification in e-learning systems for elementary school students. TEM Journal, 9(2), 806-813. https://doi.org/10.18421/tem92-51
- Anisa, K. D., Marmanto, S., & Supriyadi, S. (2020). The effect of gamification on students’ motivation in learning English. Leksika: Jurnal Bahasa, Sastra dan Pengajarannya, 14(1), 22-28.
- Aparicio, A. F., Vela, F. L. G., Sánchez, J. L. G., & Montes, J.L.I. (2013). Analysis and application of gamification. In Proceedings of the 13th International Conference on Interacción Persona-Ordenador. https://doi.org/10.1145/2379636.2379653
- Attali, Y., & Arieli-Attali, M. (2014). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63. https://doi.org/10.1016/j.compedu.2014.12.012
- Bakker, M., van den Heuvel-Panhuizen, M., & Robitzsch, A. (2015). Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability. Contemporary Educational Psychology, 40, 55-71. https://doi.org/10.1016/j.cedpsych.2014.09.001
- Benhadj, Y., El Messaoudi, M., & Nfissi, A. (2019). Investigating the impact of Kahoot! on students’ engagement, motivation, and learning outcomes: Ifrane Directorate as a case study. International Journal of Advance Study and Research Work, 2(6), 2581-5997. https://doi.org/10.5281/zenodo.3250661
- Bhanu, N. (2019). Why is math important in the overall curriculum? LinkedIn. https://www.linkedin.com/pulse/why-math-important-overall-curriculum-neelakantha-bhanu
- Bíró, G. I. (2014). Didactics 2.0: A pedagogical analysis of gamification theory from a comparative perspective with a special view to the components of learning. Procedia-Social and Behavioral Sciences, 141, 148-151. https://doi.org/10.1016/j.sbspro.2014.05.027
- Blohm, I., & Leimeister, J. M. (2013). Gamification. Business & Information Systems Engineering, 5(4), 275-278. https://doi.org/10.1007/s12599-013-0273-5
- Blooket. (2022). Blooket. Blooket. https://www.blooket.com
- Buckley, P., & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162-1175. https://doi.org/10.1080/10494820.2014.964263
- Budasi, G., Ratminingsih, M., Agustini, K., & Risadi, Y. (2020). Power point game, motivation, achievement: The impact and students’ perception. International Journal of Instruction, 13(4), 509-522. https://doi.org/10.29333/iji.2020.13432a
- Chapman, J. R., & Rich, P. J. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best? Journal of Education for Business, 93(7), 315-322. https://doi.org/10.1080/08832323.2018.1490687
- Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Erlbaum.
- Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
- Farber, M. (2013). Beyond badges: Why gamify? Edutopia. https://www.edutopia.org/blog/beyond-badges-why-gamify-matthew-farber
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), Article 20. https://doi.org/10.1145/950566.950595
- Geffen, L., Weitze, C., Becker, K., McCall, J., Gilbert, Z., Ponds, K., & Darvasi, P. (2016). Learning education and games. ETS Press.
- Giang, V. (2013). Gamification techniques increase your employees’ ability to learn by 40%. Business Insider, 18, Article 37.
- Gustiani, S. (2020). Students’ motivation in online learning during COVID-19 pandemic era: A case study. Jurnal Ilmiah Bahasa Inggris, 12(2). https://doi.org/10.33373/as.v12i1.3187
- Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80(1), 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
- Hartnett, M. (2016). The importance of motivation in online learning. In Motivation in online education (pp. 5-32). Springer. https://doi.org/10.1007/978-981-10-0700-2_2
- Hassan, M. (2022). Quasi-experimental research design–Types, methods. Research Methods. https://researchmethod.net/quasi-experimental-design/
- Hong, G. Y., & Masood, M. (2014). Effects of gamification on lower secondary school students’ motivation and engagement. International Journal of Educational and Pedagogical Sciences, 8(12), 3765-3772. https://doi.org/10.5281/zenodo.1096962
- Huang, W. H.-Y., & Soman, D. (2013). A practitioner’s guide to gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto. https://github.com/Quejao/metep/blob/master/Papers/A%20Practitioner%E2%80%99s%20Guide%20To%20Gamification%20Of%20Education.pdf
- Jagušt, T., Botički, I., & So, H.-J. (2018). Examining competitive, collaborative and adaptive gamification in young learners’ math learning. Computers & Education, 125, 444-457. https://doi.org/10.1016/j.compedu.2018.06.022
- Jagust, T., Boticki, I., Mornar, V., & So, H.-J. (2017). Gamified digital math lessons for lower primary school students. In Proceedings of the 2017 6th IIAI International Congress on Advanced Applied Informatics (pp. 691-694). IEEE. https://doi.org/10.1109/iiai-aai.2017.17
- James, M. (2022). What is Blooket? How to sign up, benefits and FAQs. Next Tech. https://www.the-next-tech.com/entertainment/blooket/
- Kapp, K. M., Blair, L., & Mesch, R. (2014). The gamification of learning and instruction fieldbook: Ideas into practice. Wiley & Sons.
- Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: Cooperative or not? British Journal of Educational Technology, 38(2), 249-259. https://doi.org/10.1111/j.1467-8535.2006.00593.x
- López-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A., & Parra-González, M. E. (2020). Evaluating activation and absence of negative effect: Gamification and escape rooms for learning. International Journal of Environmental Research and Public Health, 17(7), Article 2224. https://doi.org/10.3390/ijerph17072224
- Lopez-Garrido, G. (2022). Self-determination theory: How it explains motivation. Simply Psychology, 1(1).
- Lufti, A., Suyono, & Hidayah, R. (2021). Applying gamification to improve the quality of teaching and learning of chemistry in high schools: A case study of Indonesia. Asia-Pacific Forum on Science Learning and Teaching, 20(2), 1-17.
- Min, H., Tan, P. X., Kamioka, E., & Sharif, K. Y. (2020). Enhancement of study motivation model by introducing expectancy theory. International Journal of Learning and Teaching, 6(1), 28-32. https://doi.org/10.18178/ijlt.6.1.28-32
- Norvaisas, S. (2011). Gamification: Toward a definition. Academia. https://www.academia.edu/1286815/Gamification_Toward_a_Definition
- Papp, T. A. (2017). Gamification effects on motivation and learning: Application to primary and college students. International Journal for Cross-Disciplinary Subjects in Education, 8(3), 3193-3201. https://doi.org/10.20533/ijcdse.2042.6364.2017.0428
- Park, S., & Kim, S. (2021). Is sustainable online learning possible with gamification? The effect of gamified online learning on student learning. Sustainability, 13(8), Article 4267. https://doi.org/10.3390/su13084267
- Pelling, N. (2016). Gamification, past and present. YouTube. https://www.youtube.com/watch?v=h-bwMTR4tfg
- Phillips, V., & Popović, Z. (2012). More than child’s play: Games have potential learning and assessment tools. Phi Delta Kappan, 94(2), 26-30. https://doi.org/10.1177/003172171209400207
- Putz, L., & Treiblmaier, H. (2015). Creating a theory-based research agenda for gamification. In Proceedings of the Americas Conference on Information Systems (pp. 1-13).
- Richter, G., Raban, D. R., & Rafaeli, S. (2014). Studying gamification: The effect of rewards and incentives on motivation. In T. Reiners, & L. Wood (Eds.), Gamification in education and business (pp. 21-46). Springer. https://doi.org/10.1007/978-3-319-10208-5_2
- Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development and wellness. Guilford Press. https://doi.org/10.1521/978.14625/28806
- Sailer, M., & Homner, L. (2019). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
- Sailer, M., Hence, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
- Seaborn, K., & Fels, D. I. (2014). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
- Sedig, K. (2008). From play to thoughtful learning: A design strategy to engage children with mathematical representations. Journal of Computers in Mathematics and Science Teaching, 27(1), 65-101.
- Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007
- Sintema, E. J. (2020). Effect of COVID-19 on the performance of grade 12 students: Implications for STEM education. Eurasia Journal of Mathematics, Science and Technology Education, 16(7), Article em1851. https://doi.org/10.29333/ejmste/7893
- Skinner, B. F. (1984) The shame of American education. American Psychologist, 39(9), 947-954. https://doi.org/10.1037/0003-066x.39.9.947
- Surendeleg, G., & Murwa, V. (2014). The role of gamification in education–A literature review. Contemporary Engineering Sciences, 7(29), 1609-1616. https://doi.org/10.12988/ces.2014.411217
- Tobon, S., Ruiz-Alba, J. L., & García-Madariaga, J. (2020). Gamification and online consumer decisions: Is the game over? Decision Support Systems, 128, Article 113167. https://doi.org/10.1016/j.dss.2019.113167
- UAE Government. (2018). UAE vision. Vision2021. https://www.vision2021.ae/en/uae-vision
- UAE Government. (2019). Program for international student assessment (PISA). MoE. https://www.moe.gov.ae/En/ImportantLinks/InternationalAssessments/Pages/PISA.aspx
- UAE Government. (2023a). Importance of education to the government–The official portal of the UAE Government. The United Arab Emirates’ Government Portal. https://u.ae/en/information-and-services/education/importance-of-education-to-the-government
- UAE Government. (2023b). UAE centennial plan 2071. uaecabinet.ae. https://uaecabinet.ae/en/uae-centennial-plan-2071
- Udjaja, Y., Guizot, V. S., & Chandra, N. (2018). Gamification for elementary mathematics learning in Indonesia. International Journal of Electrical and Computer Engineering, 8(5), Article 3860. https://doi.org/10.11591/ijece.v8i5.pp3860-3865
- Vagas, B., & Tezi, Y. (2021). The effect of gamification and motivation on online purchase intention: Empirical evidence from Turkey [Master’s thesis, Marmara University].
- Wardat, Y., Belbase, S., Tairab, H., Takriti, R. A., Efstratopoulou, M., & Dodeen, H. (2022). The influence of school factors on students’ mathematics achievements in Abu Dhabi Emirate schools. Education Sciences, 12(7), Article 424. https://doi.org/10.3390/educsci12070424
- Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
- Yussif. (2022). Behaviorism learning theory in the classroom. Classroom Management Expert. https://classroommanagementexpert.com/blog/behaviorism-learning-theory-in-the-classroom
- Zboja, J. J., Jackson, R. W., & Grimes-Rose, M. (2020). An expectancy theory perspective of volunteerism: The roles of powerlessness, attitude toward charitable organizations, and attitude toward helping others. International Review on Public and Nonprofit Marketing, 17(4), 493-507. https://doi.org/10.1007/s12208-020-00260-5
The articles published in this journal are licensed under the CC-BY Creative Commons Attribution International License.