The Impact of Gamified Mathematics Learning Platforms on Motivation and Academic Achievement for 10 and 11 years old Primary School students in Tuition Centre Malaysia
GONG HUI LIN
Participants
Design
40 primary school pupils
Ages 10 and 11
Malaysian tuition center setting
Quantitative action research design
Quasi-experimental pre-post test setup
Two weeks intervention duration
Experimental group used Wayground gamification
Control group used traditional worksheets
Identical mathematical learning goals
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Research Methodology Overview
Groups
Age Group | Frequency (n) | Percentage (%) | Group Division |
10 Years Old | 20 | 50% | Balanced across conditions |
11 Years Old | 20 | 50% | Balanced across conditions |
Total Sample | 40 | 100% | 20 Experimental / 20 Control |
Participant Age Demographics
Gamified group improved by 21.45%.
Control group improved by 6.15%.
Net gain difference was 15.30%.
Mathematics Academic Achievement
p < .001
Statistically Significant
Null hypothesis is fully rejected.
Significant achievement improvement was proven.
Independent t-test t(38) = 3.83.
Large effect size Cohen's d = 1.21.
Achievement Hypothesis Result
Gamified group motivation gained 0.38.
Control group motivation gained 0.08.
Difference between groups was 0.30.
Mathematics Motivation Results
Null hypothesis is fully rejected.
Motivation increased significantly in gamified group.
Independent t-test t(38) = 3.77.
Large effect size Cohen's d = 1.19.
Motivation Hypothesis Result
Research question 1 positively answered.
Research question 2 positively answered.
Research objective 1 fully met.
Research objective 2 fully met.
Both null hypotheses successfully rejected.
Research Evaluation Criteria
Discussion of Findings
Findings align with prior literature.
Immediate feedback boosts pupil engagement.
Gamification reduces fear of failure.
Traditional teaching remains valuable too.
For Educators
For Institutions
For Parents
Combine gamification with traditional teaching.
Target repetitive practice math topics.
Provide teacher training for technology.
Integrate structured digital practice platforms.
Set healthy screen time limits.
Encourage purposeful educational gaming habits.
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Practical Recommendations
Extend intervention beyond two weeks.
Expand total participant sample size.
Examine specific isolated game mechanics.
Combine quantitative and qualitative data.
Future Research Directions
Questions & Answers
Thank you for your attention!