Impact of gamification on learning Math in elementary classes(Cycle-1) Lebanon

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الإصدار العشرون: 15 أبريل 2025
من مجلة العلوم الإنسانية العربية

Impact of gamification on learning Math in elementary classes(Cycle-1) Lebanon

.Mohammad Atiye Mariam Chehimi
Abstract

The use of technology in education is growing, leading to new teaching methods that help students stay engaged and improve their learning. One of these methods is gamification, which means adding game-like features to non-game activities. This approach has become popular for empowering students’ performance in subjects like math (Dichev & Dicheva, 2017) . Gamification can make learning more fun and interactive. Math is an essential subject that helps students develop problem-solving and critical thinking skills. However, many children develop math anxiety and negative feelings about the subject at an early age (Boaler, 2016) . Traditional teaching methods often depend on memorization and repetitive exercises, which may not engage students effectively. Gamification provides an alternative by adding rewards, levels, challenges, and feedback, making math more interesting and enjoyable (Hamari, Koivisto, & Sarsa, 2014) . This study aims to explore whether gamification can truly help elementary students become more engaged, motivated, and successful in math. Previous research suggests that gamification encourages students to participate more actively and view mistakes as a natural part of learning (Su & Cheng, 2015) . However, even though gamification is widely used in digital learning, more studies are needed to understand how it directly affects math education at the elementary level (especially cycle 1 in Lebanese curriculum).

More details will be added soon.

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