TY - GEN
T1 - Gamifying Arabic Mathematics Education
T2 - 16th IEEE Global Engineering Education Conference, EDUCON 2025
AU - Moreno, Zuraya Setmariam
AU - Bahameish, Mariam
AU - Al-Thani, Dena
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025/4/25
Y1 - 2025/4/25
N2 - Gamification has emerged as a powerful educational tool, offering innovative ways to engage students and enhance learning outcomes. This study investigates the impact of gamification on seventh-grade students learning mathematics in Arabic, addressing a gap in research on its effectiveness in Arabic K-12 mathematics education. Using a between-subjects design with two groups, this study examined academic performance and motivation via a digital learning system. The system included three activities: a video tutorial, a messaging app simulation, and a treasure hunt game, each incorporating different gamification elements. Academic performance was measured through pre- and post-tests and an end-of-unit quiz, while motivation was assessed using the Instructional Materials Motivation Survey (IMMS). Results showed significant improvement in academic performance in the digital learning group compared to traditional methods, as measured by post-pre test scores (M-diff = 17.4%, p <.001). However, the end-of-unit quiz showed no significant difference between the two groups. Additionally, students reported higher motivation scores for the messaging app simulation and treasure hunt game versus the video tutorial across all components of the IMMS. The study also observed increased peer learning and engagement, although initial unfamiliarity with the digital approach led to challenges that were overcome in subsequent classes during the study. These findings contribute to understanding the potential of gamification in Arabic mathematics education, highlighting promising outcomes in academic performance, motivation, and engagement.
AB - Gamification has emerged as a powerful educational tool, offering innovative ways to engage students and enhance learning outcomes. This study investigates the impact of gamification on seventh-grade students learning mathematics in Arabic, addressing a gap in research on its effectiveness in Arabic K-12 mathematics education. Using a between-subjects design with two groups, this study examined academic performance and motivation via a digital learning system. The system included three activities: a video tutorial, a messaging app simulation, and a treasure hunt game, each incorporating different gamification elements. Academic performance was measured through pre- and post-tests and an end-of-unit quiz, while motivation was assessed using the Instructional Materials Motivation Survey (IMMS). Results showed significant improvement in academic performance in the digital learning group compared to traditional methods, as measured by post-pre test scores (M-diff = 17.4%, p <.001). However, the end-of-unit quiz showed no significant difference between the two groups. Additionally, students reported higher motivation scores for the messaging app simulation and treasure hunt game versus the video tutorial across all components of the IMMS. The study also observed increased peer learning and engagement, although initial unfamiliarity with the digital approach led to challenges that were overcome in subsequent classes during the study. These findings contribute to understanding the potential of gamification in Arabic mathematics education, highlighting promising outcomes in academic performance, motivation, and engagement.
KW - Digital learning
KW - Gamification
KW - Mathematics
KW - Motivation
UR - https://www.scopus.com/pages/publications/105008186933
U2 - 10.1109/EDUCON62633.2025.11016515
DO - 10.1109/EDUCON62633.2025.11016515
M3 - Conference contribution
AN - SCOPUS:105008186933
SN - 979-8-3315-3950-4
T3 - Ieee Global Engineering Education Conference
BT - 2025 Ieee Global Engineering Education Conference, Educon
PB - IEEE Computer Society
Y2 - 22 April 2025 through 25 April 2025
ER -