Assessing Differences in Student Motivation, Achievement, and Conceptual Understanding in a Gamified Mathematics Learning Environment
Main Article Content
Abstract
Although gamified learning has received growing attention in mathematics education, empirical evidence on its simultaneous influence on students’ motivation, mathematics achievement, and conceptual understanding in developing educational contexts remains limited. This study examined differences in students’ motivation, mathematics achievement, and conceptual understanding associated with participation in a gamified mathematics learning environment. A quasi-experimental pretest–posttest control group design was employed, involving 700 secondary school students from 15 public schools in Northeast Nigeria. Using intact classes, students were assigned to an experimental group that received curriculum-aligned gamified mathematics instruction over a four-week period or to a control group that received conventional instruction covering the same content and duration. Data were collected using pretest and posttest measures of student motivation, mathematics achievement, and conceptual understanding. Motivation was assessed using an adapted questionnaire with established internal consistency, while achievement and conceptual understanding were measured using curriculum-aligned assessments validated through expert review. Data were analysed using descriptive statistics, paired-sample t-tests, and effect size estimates. The results showed statistically significant pretest–posttest gains in motivation, achievement, and conceptual understanding among students in the gamified instruction group, with moderate to large effect sizes, whereas students in the control group demonstrated minimal changes across the same measures. These findings indicate that curriculum-aligned gamified mathematics instruction is associated with enhanced student motivation, improved academic performance, and stronger conceptual understanding within the study context. The study contributes to mathematics education literature by providing large-sample quasi-experimental evidence on the concurrent affective and cognitive outcomes of gamified instruction in secondary mathematics classrooms in a developing educational setting.

Citation Metrics:
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Alkhawalde, M. A., & Khasawneh, S. A. (2023). The effect of gamification on students’ motivation and achievement in mathematics. International Journal of Instruction, 16(1), 345–362.
Castillo, A. R., Molina, J. A., & Torres, M. L. (2025). Gamification and conceptual understanding in secondary mathematics education. Educational Technology Research and Development, 73(1), 221–239.
Debrenti, E. (2024). Gamified task design and mathematics achievement in secondary education. Computers & Education, 201, Article 104819.
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01
Fosnot, C. T. (2013). Constructivism: Theory, perspectives, and practice. Teachers College Press.
Gruber, M., & Faßbender, P. (2025). Gamification in mathematics classrooms: Effects on motivation and learning processes. British Journal of Educational Technology, 56(1), 89–104.
Hui, K. L., & Mahmud, R. (2023). Measuring conceptual understanding in gamified learning environments. Computers & Education, 195, Article 104700.
Li, Y., Huang, Z., & Chen, X. (2024). Gamified learning environments and student outcomes in mathematics education: A meta-analytical review. Educational Psychology Review, 36(2), 345–371.
Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student’s motivation in high school and higher education: A systematic review. Heliyon, 9(8), Article e19033. https://doi.org/10.1016/j.heliyon.2023.e19033
Wigfield, A., & Eccles, J. S. (2000). Expectancy–value theory of achievement motivation. Contemporary Educational Psychology, 25(1), 68–81. https://doi.org/10.1006/ceps.1999.1015
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, Article 100326. https://doi.org/10.1016/j.edurev.2020.100326














