Effect of Gamification in ICT-Based Learning Platforms on Motivation and Retention in Reading Comprehension for Children with Dyslexia in Mainstream Basic Schools with Inclusive Education in Kaduna State, Nigeria

This study investigated the effect of gamification in ICT-based learning platforms on motivation and retention in reading comprehension among students with dyslexia in mainstream schools with inclusive education in Kaduna State, Nigeria. A quasi-experimental pre-test-posttest control group design was employed, involving 52 lower basic school students diagnosed with phonological dyslexia. Participants were purposively sampled from two inclusive education schools, with one serving as the experimental group (n = 27) and the other as the control group (n = 25). Data were collected using the Wechsler Individual Achievement Test (WIAT-4) for dyslexia diagnosis, the Motivation Scale for Reading (MSR), and the Comprehension Achievement Test (CAT). The experimental group received instruction through a gamified ICT-based learning platform, while the control group continued with traditional teaching methods. ANCOVA results indicated a statistically significant effect of gamification on students’ motivation (F(1,49) = 89.054, p = .000) and retention (F(1,49) = 114.096, p = .000) in reading comprehension, leading to the rejection of both null hypotheses. These findings highlight the effectiveness of gamified ICT-based learning in enhancing engagement and memory retention among dyslexic students. The study recommends integrating gamified platforms into literacy instruction, training educators on their effective use, and advocating for their inclusion in Nigeria’s education policy.

Authors

Institutions

Publication Details

Journal
Journal of Education Research and Library Practice
Published
2025-02-28
DOI
https://doi.org/10.70382/ajerlp.v7i8.010
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Effect of Gamification in ICT-Based Learning Platforms on Motivation and Retention in Reading Comprehension for Children with Dyslexia in Mainstream Basic Schools with Inclusive Education in Kaduna State, Nigeria

Ibrahim Mohammed, SOLOMON MOSES, SALISU ABDULRAZAK
Journal of Education Research and Library Practice
Educational Games and Gamification
article

Effect of Gamification in ICT-Based Learning Platforms on Motivation and Retention in Reading Comprehension for Children with Dyslexia in Mainstream Basic Schools with Inclusive Education in Kaduna State, Nigeria

Ibrahim Mohammed, SOLOMON MOSES, SALISU ABDULRAZAK
article en

Abstract

This study investigated the effect of gamification in ICT-based learning platforms on motivation and retention in reading comprehension among students with dyslexia in mainstream schools with inclusive education in Kaduna State, Nigeria. A quasi-experimental pre-test-posttest control group design was employed, involving 52 lower basic school students diagnosed with phonological dyslexia. Participants were purposively sampled from two inclusive education schools, with one serving as the experimental group (n = 27) and the other as the control group (n = 25). Data were collected using the Wechsler Individual Achievement Test (WIAT-4) for dyslexia diagnosis, the Motivation Scale for Reading (MSR), and the Comprehension Achievement Test (CAT). The experimental group received instruction through a gamified ICT-based learning platform, while the control group continued with traditional teaching methods. ANCOVA results indicated a statistically significant effect of gamification on students’ motivation (F(1,49) = 89.054, p = .000) and retention (F(1,49) = 114.096, p = .000) in reading comprehension, leading to the rejection of both null hypotheses. These findings highlight the effectiveness of gamified ICT-based learning in enhancing engagement and memory retention among dyslexic students. The study recommends integrating gamified platforms into literacy instruction, training educators on their effective use, and advocating for their inclusion in Nigeria’s education policy.

Journal of Education Research and Library Practice
Federal College of Education, Kano (NG), University of Education (PK)
Quality Education
Openalex Percentile: Top 96%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.