Document Type : Original Article
Authors
1 Assistant Professor, Department of Psychology and Educational Technology, Chabahar International University, Chabahar, Iran.
2 Department of Educational Science, International University of Chabahar, Chabahar, Iran
Abstract
The purpose of this study was to investigate the effectiveness of computer-based gamification on motivation and mathematical self-efficacy among elementary school students. This quasi-experimental research employed a pretest-posttest control group design. The statistical population consisted of all sixth-grade female students in Fanouj County during the 2024–2025 academic year. From this population, 30 students were selected through convenience sampling and were randomly assigned to experimental (n = 15) and control (n = 15) groups. After administering the pretest, the experimental group received computer-based gamification over Twelve 60-minute sessions (once per week). All participants were assessed before and after the intervention using the Mathematics Learning Motivation Questionnaire (Ne’mati & Nouri, 2009) and the Mathematics Self-Efficacy Questionnaire (Liu & Koirala, 2009). Data were analyzed using descriptive statistics and univariate analysis of covariance (ANCOVA) with SPSS-27 software. The results indicated a significant difference between the experimental and control groups in the posttest stage regarding mathematical motivation and self-efficacy (P<0.001). Participants in the experimental group showed higher levels of mathematical motivation and self-efficacy compared to the control group. Based on these findings, computer-based gamification has a positive impact on improving students' mathematical motivation and self-efficacy, suggesting its potential as an effective educational approach for enhancing these outcomes.
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