Effectiveness Of Hybrid Gamification On Achievement In Mathematics Among Secondary School Students

  • Xavier B
  • Thankachan T
N/ACitations
Citations of this article
8Readers
Mendeley users who have this article in their library.

Abstract

This paper investigates the impact of a Hybrid Gamification strategy on secondary school students’ Mathematics achievement. An experimental study was conducted on students studying in Standard IX of Holly Cross Higher Secondary School Cherpunkal in Kottayam District, Kerala. The investigator used instructional material prepared based on the Hybrid Gamification Technique using different software like Wordwall, Blookit, Gimkit, etc., and game elements like Scoring cards, Badges, and Points for the Experimental group and the Existing Activity-Oriented Method for the Control group. The results showed a significant difference between the Experimental group’s and the Control group’s scores on the Achievement test, and the Hybrid Gamification strategy is effective for teaching Mathematics and attaining significant performance in Achievement in Mathematics. There is no significant difference in the post-test scores of males and females in the Mathematics Achievement.

Cite

CITATION STYLE

APA

Xavier, B., & Thankachan, T. C. (2023). Effectiveness Of Hybrid Gamification On Achievement In Mathematics Among Secondary School Students. Journal of Advanced Zoology, 1852–1860. https://doi.org/10.53555/jaz.v44is7.3419

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free