- Senad Orhani
- Faculty of Education, University of Prishtina “Hasan Prishtina”, Prishtina, Kosovo
The use of technology and gamification
has changed the way mathematical concepts are presented and taught, offering
new approaches to foster student engagement and active learning. This study
examines the effects of using technology-based gamification on mathematics
acquisition in elementary and secondary schools. The research analyzes the
impact of game elements such as points, levels, rewards, and friendly
competition to improve student motivation, persistence, and academic
performance. The methodology combines quantitative
and qualitative approaches, including pre-and post-intervention tests,
motivation questionnaires, and direct observations. The study involved 100
elementary and secondary school students who used gamification-based
educational platforms for three months. The results showed a significant
improvement in students’ motivation and acquisition of mathematics concepts,
especially in areas such as problem-solving and logical thinking. The
technology also increased social interaction and teamwork skills. |
The study’s findings suggest that gamification not only makes learning more fun but also helps reduce math anxiety and boost academic resilience. The research recommends that schools integrate technology and gamification as part of their curricula to maximize learning outcomes. Furthermore, the findings provide a basis for further developing personalized platforms that address the specific needs of students. This study contributes to the existing literature on the role of technology in education and highlights its potential to transform the way mathematics is taught in the digital age.