GAMIFICATION-BASED LEARNING PATHS TO IMPROVE MATHEMATICAL REASONING IN MULTICULTURAL CLASSROOMS
Keywords:
gamification, mathematical reasoning, game-based learning, multicultural classroom, innovative learning strategiesAbstract
This study aims to examine the effectiveness of implementing a gamification-based learning pathway in improving students' mathematical reasoning skills in multicultural classrooms. In an increasingly diverse educational context, a key challenge is creating a learning approach that is inclusive, engaging, and accommodating to different cultural backgrounds. Gamification, with elements such as points, challenges, and achievements, is believed to be able to motivate students more evenly without neglecting cultural differences. This study used a quasi-experimental approach with two groups: a class implementing conventional learning and a class using a gamification-based learning pathway. The analysis showed that students in the gamification group experienced significant improvements in mathematical reasoning skills and demonstrated higher levels of participation and engagement. These findings indicate that the gamification approach is not only cognitively effective but also contributes to more adaptive and responsive learning in multicultural classroom contexts. This study recommends integrating gamification design into the mathematics curriculum as a strategy to strengthen cross-cultural engagement and improve more equitable learning outcomes.
References
Amer, N. A., Shohieb, S. M., Eladrosy, W. M., Elbakry, H. M., & Elrazek, S. M. A. (2023). Sokoon: A Gamification-Based Cognitive Behavioral Therapy Application – An Application for Depression, Stress, and Anxiety. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 15(1), 1–26. https://doi.org/10.4018/IJGCMS.324098
Assessing gamification-based LMS for EFL students: A self-directed learning framework. (2024). Studies in Linguistics, Culture, and FLT, 12(2), 100–122.
atin, S., Abdan Syakuran, R., & Afrianto, I. (2022). Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement. International Journal of Advanced Computer Science and Applications, 13(7), Article 7. https://thesai.org/Publications/ViewPaper?Volume=13&Issue=7&Code=IJACSA&SerialNo=65
Attah, J. O., Ogunlade, O. O., & Falade, A. A. (n.d.). Students’ Attitude Towards Gamification-Based Teaching in Mathematics in Basic Schools.
Attah, J. O., Ogunlade, O. O., & Otemuyiwa, B. I. (2024). Effect of Gamification-Based Teaching on Junior Secondary School Student’s Academic Performance in Mathematics in Kwara State. Andragogi: Jurnal Pendidikan Dan Pembelajaran, 4(2), Article 2. https://doi.org/10.31538/adrg.v4i2.1325
Bizota, K., & Papadopoulou, M. (n.d.). Gamified interventions for refugee children in primary education: A scoping study.
Debrenti, E. (2024). Using Digital Game-Based Learning in Mathematics Education: A Case Study with Teacher Training Students. International Journal for Technology in Mathematics Education, 31(3), 153–162. https://doi.org/10.1564/tme_v31.3.06
Incikabi, L., Kepceoglu, I., & Pektas, M. (2022). Gamification of Middle School Mathematics and Science: Game-Playing for Learning. In Research Anthology on Developments in Gamification and Game-Based Learning (pp. 916–931). IGI Global Scientific Publishing. https://doi.org/10.4018/978-1-6684-3710-0.ch042
Integration of Culturally Responsive Teaching Approach, Local Wisdom, and Gamification in Pancasila Education to Develop Students' Multicultural Competence. (2025a). Educational Process: International Journal (EDUPIJ), 14(1), 1–24.
Integration of Culturally Responsive Teaching Approach, Local Wisdom, and Gamification in Pancasila Education to Develop Students' Multicultural Competence. (2025b). Educational Process: International Journal (EDUPIJ), 14(1), 1–24.
Karamert, Ö., & Vardar, A. K. (2021). The effect of gamification on young mathematics learners’ achievements and attitudes. Journal of Educational Technology and Online Learning, 4(2), Article 2. https://doi.org/10.31681/jetol.904704
Kassenkhan, A. M., Moldagulova, A. N., & Serbin, V. V. (2025). Gamification and Artificial Intelligence in Education: A Review of Innovative Approaches to Fostering Critical Thinking. IEEE Access, 13, 98699–98728. https://doi.org/10.1109/ACCESS.2025.3576147
Laksanasut, S. (2025). Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play. TESOL and Technology Studies, 6(1), Article 1. https://doi.org/10.48185/tts.v6i1.1562
Moral-Sánchez, S. N., Sánchez-Compaña, M. a T., & Romero, I. (2022). Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education. Mathematics, 10(18), Article 18. https://doi.org/10.3390/math10183252
Proposed Educational Program Predicated on Gamification for Teaching Mathematics as Required by TIMSS and Its Effect on Developing Strategic Competence among Fourth-grade Male Students. (2025). Educational Process: International Journal (EDUPIJ), 14(1), 1–25.
Rajabpour, E., Ghorbanpur, A., Fathi, M. R., & Sobhani, S. M. (2022). Gamification Driver Soft Modelling of Learning Management Systems in Covid-19 Pandemic. International Journal of Knowledge Processing Studies, 2(4), 27–42. https://doi.org/10.22034/kps.2022.351937.1031
Riswanto, R., Alarifin, D. H., & Hidayat, A. (2025). Gamification in Ethnophysics and Its Impact on Digital Learning: A Systematic Literature Review. Jurnal Ilmiah Pendidikan Fisika Al-Biruni, 14(1), 167–188. https://doi.org/10.24042/jipfalbiruni.v14i1.27156
Santosa, M. H., Harismayanti, I., & Putra, I. N. A. J. (2022). Technology in Action: Developing Gamification Handbook in English Teaching and Learning for the 21st Century Learners. TESL-EJ, 26(1). https://eric.ed.gov/?id=EJ1348961
Ur Rahim, M., & Ali Mohammed, L. (2024a). Effectiveness of Kahoot-Based Gamified Assessment on Lower-Order Thinking Skills in Mathematics Achievement at the Primary School Level: An Experimental Study. Educational Administration: Theory and Practice. https://doi.org/10.53555/kuey.v30i4.8987
Ur Rahim, M., & Ali Mohammed, L. (2024b). Effectiveness of Kahoot-Based Gamified Assessment on Lower-Order Thinking Skills in Mathematics Achievement at the Primary School Level: An Experimental Study. Educational Administration: Theory and Practice. https://doi.org/10.53555/kuey.v30i4.8987
Zare, N., & Hajshirmohammadi, A. (2024). Engaging Engineering Education: A Gamification-Based Learning Approach. 2024 IEEE Frontiers in Education Conference (FIE), 1–4. https://doi.org/10.1109/FIE61694.2024.10893531
Παναγου, Κ. (n.d.). Gaming in multicultural classrooms with refugee/migrant children: Exploring the potential of culturally tailored serious games as spaces for Second Language Acquisition. Retrieved July 19, 2025, from https://apothesis.eap.gr/archive/item/185171