IJIET 2025 Vol.15(7): 1398-1409
doi: 10.18178/ijiet.2025.15.7.2341
doi: 10.18178/ijiet.2025.15.7.2341
Applying Gamification Technology to Enhance Student Engagement in High School Mathematics
Altynbek Sansyzbayev, Roza Kadirbayeva*, Serik Daiyrbekov, and Gulzhan Zhetpisbayeva
Department of Mathematics, South Kazakhstan Pedagogical University named after Ozbekali Zhanibekov, Shymkent, Kazakhstan
Email: antosh0707@gmail.com (A.S.); kadirbayeva.roza@okmpu.kz (R.K.); daiyrbekovserik68@gmail.com (S.D.); gulzhanzhetpisbay@gmail.com (G.Z.)
*Corresponding author
Email: antosh0707@gmail.com (A.S.); kadirbayeva.roza@okmpu.kz (R.K.); daiyrbekovserik68@gmail.com (S.D.); gulzhanzhetpisbay@gmail.com (G.Z.)
*Corresponding author
Manuscript received January 15, 2025; revised February 13, 2025; accepted March 17, 2025; published July 14, 2025
Abstract—This research paper examines the effects of a gamified educational application on student engagement and academic performance, focusing particularly on gender differences in response to gamification. Employing a blend of quantitative methods—including independent samples t-test, Analysis of Variance (ANOVA), Analysis of Covariance (ANCOVA), and Cohen’s d for effect size calculation—and qualitative feedback from focus groups, the study conducts a detailed analysis of how gamification impacts students in a secondary school environment over a 10-week period. The findings reveal that gamification not only significantly boosts student engagement but also leads to improvements in academic performance. Notably, female students displayed higher levels of engagement than male students, suggesting gender-specific receptivity to gamified learning. These results underscore the potential of gamified approaches to enhance educational engagement and effectiveness. Additionally, the positive outcomes pave the way for extended studies over semester and full academic year durations, incorporating gamified learning into regular curricula. The study promotes the development of customized gamification strategies to cater to varied learning preferences and calls for further investigation to optimize the use of gamification in educational settings. This contribution enriches the educational technology literature by articulating the subtle impacts of gamification and its implications for educational practices and policies.
Keywords—gamification, student engagement, academic performance, educational technology, quantitative analysis, qualitative insights
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Keywords—gamification, student engagement, academic performance, educational technology, quantitative analysis, qualitative insights
Cite: Altynbek Sansyzbayev, Roza Kadirbayeva, Serik Daiyrbekov, and Gulzhan Zhetpisbayeva, "Applying Gamification Technology to Enhance Student Engagement in High School Mathematics," International Journal of Information and Education Technology, vol. 15, no. 7, pp. 1398-1409, 2025.
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).