ERIC Number: EJ1463566
Record Type: Journal
Publication Date: 2025
Pages: 25
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2147-0901
EISSN: EISSN-2564-8020
Available Date: 0000-00-00
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
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi
Educational Process: International Journal, v14 Article e2025042 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in elementary schools in Arar City. The experimental method was utilized in the current research and based on two equivalent control group designs. Materials/methods: This research utilized the experimental approach to determine the effect of the educational program on advancing strategic competence among fourth-grade students. This approach is based on the design of two equal groups (pre-measurement, application of the experiment, post-measurement) for the experimental and control groups. The study's purposive sample was selected using a simple random method, in which 61 male students were divided into two groups: control and experimental groups, which comprised 30 and 31 students. Results: Research findings led to the design of an electronic educational program predicated on gamification to teach mathematics based on the requirements of TIMSS for fourth-grade male students of elementary schools and the preparation of a teacher's guide for the program. Moreover, findings show statistical differences at the 0.01 level between the rank averages of students' grades in the experimental and control groups in favor of the experimental group in the strategic competence test. Conclusion: On the bases of the results, a gamification strategy was recommended for teaching mathematics to fourth-grade male students, thereby promoting teachers' awareness of the significance of problem-solving lessons in mathematics courses and benefiting from the teacher's guide in developing the strategic competence of fourth-grade students.
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games, Grade 4, Males, Elementary School Students, Achievement Tests, Mathematics Achievement, Foreign Countries, Mathematics Skills, Video Games, Technology Uses in Education
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Publication Type: Journal Articles; Reports - Research
Education Level: Elementary Education; Grade 4; Intermediate Grades
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Saudi Arabia
Identifiers - Assessments and Surveys: Trends in International Mathematics and Science Study
Grant or Contract Numbers: N/A
Author Affiliations: N/A