Master'sOpen Access

The Effects of a gamification-based online learning platform used in the topics of ratio-proportion and percentages in teaching secondary school 7th grade mathematics on student success

2025
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Advisor: Doç. Dr. Ebru Albayrak

Abstract (EN)

The aim of this research is to investigate the impact of gamification-based online assignments on student achievement in teaching the "Ratios, Proportions, and Percentages" topics in the 7th-grade mathematics curriculum. In this context, the study examines the extent to which gamification-supported digital platforms enhance students' academic performance compared to traditional assignments. The research question seeks to answer whether a gamification-supported online assignment platform in teaching "Ratios, Proportions, and Percentages" in 7th-grade mathematics creates a significant difference in student achievement compared to traditional assignments. The study employed a mixed-methods approach, adopting a quasi-experimental design with pre-tests, post-tests, and control group applications for the experimental and control groups. The research population consisted of all 7th-grade students in Turkey, while the sample comprised 65 seventh-grade students from a public school in Sakarya province. Students were randomly assigned to experimental and control groups based on their math achievement levels. Students in the experimental group used a gamification-supported digital platform, whereas those in the control group completed their assignments through traditional methods. Data collection tools included a 36-question Mathematics Achievement Test developed according to MEB (Ministry of National Education) standards for target skills, ensuring validity and reliability, as well as a Process-Oriented Interview Form to gather students' feedback. Findings revealed that the gamification-supported digital platform significantly enhanced students' academic achievement compared to traditional methods. Gamification was found to be particularly effective in increasing students' motivation and engagement in lessons involving abstract mathematical concepts. According to the results, the achievement levels of students in the experimental group were significantly higher than those in the control group. The study showed that gamification had similar positive effects on both genders and that individual achievement differences were observed based on students' grade levels. In conclusion, gamification-supported educational platforms were identified as a powerful tool to increase student motivation, make the learning process more effective, and improve academic success in mathematics education. With the advancement of technology in education, the study suggests the broader use of gamification in instructional practices.

Author

Dr. Kübra Kevser Dimbaş

How to Cite

Kübra Kevser Dimbaş (Master Thesis). The Effects of a gamification-based online learning platform used in the topics of ratio-proportion and percentages in teaching secondary school 7th grade mathematics on student success, 2025, Sakarya University.

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