Transforming Mathematics Education through Gamification: A Study on Motivation and Learning among UAE Sixth Graders

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Title: Transforming Mathematics Education through Gamification: A Study on Motivation and Learning among UAE Sixth Graders
Language: English
Authors: Alaa Hussein Algburi (ORCID 0009-0000-5962-3331), Abdurrahman Ghaleb Almekhlafi (ORCID 0000-0002-8988-0803), Adeeb M. Jarrah (ORCID 0000-0002-8216-8848)
Source: Contemporary Educational Technology. 2026 18(1):630.
Availability: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net
Peer Reviewed: Y
Page Count: 18
Publication Date: 2026
Document Type: Journal Articles
Reports - Research
Education Level: Elementary Education
Grade 6
Intermediate Grades
Middle Schools
Descriptors: Mathematics Education, Gamification, Student Motivation, Grade 6, Instructional Effectiveness, Student Attitudes, Learner Engagement, Attention, Foreign Countries, Mathematics Achievement, Conventional Instruction
Geographic Terms: United Arab Emirates
ISSN: 1309-517X
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.
Abstractor: As Provided
Entry Date: 2026
Accession Number: EJ1499513
Database: ERIC
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  Data: Transforming Mathematics Education through Gamification: A Study on Motivation and Learning among UAE Sixth Graders
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  Data: English
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  Data: <searchLink fieldCode="AR" term="%22Alaa+Hussein+Algburi%22">Alaa Hussein Algburi</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0000-5962-3331">0009-0000-5962-3331</externalLink>)<br /><searchLink fieldCode="AR" term="%22Abdurrahman+Ghaleb+Almekhlafi%22">Abdurrahman Ghaleb Almekhlafi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8988-0803">0000-0002-8988-0803</externalLink>)<br /><searchLink fieldCode="AR" term="%22Adeeb+M%2E+Jarrah%22">Adeeb M. Jarrah</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8216-8848">0000-0002-8216-8848</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Contemporary+Educational+Technology%22"><i>Contemporary Educational Technology</i></searchLink>. 2026 18(1):630.
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  Data: Contemporary Educational Technology. Faculty of Communication Sciences, Anadolu University, Yunus Emre Campus, Eskisehir 26470, Turkey. e-mail: editor@cedtech.net; Web site: http://www.cedtech.net
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  Data: Y
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  Data: 18
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  Data: 2026
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  Data: Journal Articles<br />Reports - Research
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  Data: <searchLink fieldCode="EL" term="%22Elementary+Education%22">Elementary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+6%22">Grade 6</searchLink><br /><searchLink fieldCode="EL" term="%22Intermediate+Grades%22">Intermediate Grades</searchLink><br /><searchLink fieldCode="EL" term="%22Middle+Schools%22">Middle Schools</searchLink>
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  Label: Descriptors
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  Data: <searchLink fieldCode="DE" term="%22Mathematics+Education%22">Mathematics Education</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+6%22">Grade 6</searchLink><br /><searchLink fieldCode="DE" term="%22Instructional+Effectiveness%22">Instructional Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Attention%22">Attention</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Mathematics+Achievement%22">Mathematics Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Conventional+Instruction%22">Conventional Instruction</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22United+Arab+Emirates%22">United Arab Emirates</searchLink>
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  Label: ISSN
  Group: ISSN
  Data: 1309-517X
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: 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.
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  Data: 2026
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  Data: EJ1499513
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1499513
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 18
        StartPage: 630
    Subjects:
      – SubjectFull: Mathematics Education
        Type: general
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Grade 6
        Type: general
      – SubjectFull: Instructional Effectiveness
        Type: general
      – SubjectFull: Student Attitudes
        Type: general
      – SubjectFull: Learner Engagement
        Type: general
      – SubjectFull: Attention
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Mathematics Achievement
        Type: general
      – SubjectFull: Conventional Instruction
        Type: general
      – SubjectFull: United Arab Emirates
        Type: general
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      – TitleFull: Transforming Mathematics Education through Gamification: A Study on Motivation and Learning among UAE Sixth Graders
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            NameFull: Alaa Hussein Algburi
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            NameFull: Abdurrahman Ghaleb Almekhlafi
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            NameFull: Adeeb M. Jarrah
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              Y: 2026
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