Enhancing Mathematics Learning Through Educational Games: A Study on Student Engagement and Performance

This study examined middle school students' engagement with educational games in mathematics, compared their academic performance before and during game-based learning, investigated the relationship between engagement and academic performance, and proposed an intervention program based on the findings. Using a quantitative research approach, the study was conducted at Hope International School in Phnom Penh, Cambodia. Engagement data were collected from 93 students using a four-point Likert-scale questionnaire, while mathematics grades from 98 students were compared across two semesters. Descriptive statistics, correlation analysis, and a paired-samples t-test were employed to analyze the data. The results indicated that students reported the highest in motivation to participate (M = 3.77, SD = 0.714), followed by engagement in enjoyment (M = 3.57, SD = 0.772). Active participation (M = 3.25, SD = 0.868), satisfaction with learning experience (M = 3.18, SD = 0.872), and perceived learning (M = 3.02, SD = 0.859) received comparatively lower mean ratings. Mean mathematics performance increased from 83.13 (SD = 11.41) in the first semester to 85.41 (SD = 9.84) in the second semester. The difference was statistically significant, t(97) = −4.633, p < .001, with a medium effect size (Cohen's d = −0.468). The study also reported a significant relationship between student engagement and academic performance. Based on these findings, the Mathematics Engagement and Achievement through Gamification (MEAG) Program was proposed to enhance mathematics instruction through curriculum-aligned educational games, collaborative learning activities, teacher development, and systematic progress monitoring. The findings suggest that educational games may serve as a complementary instructional approach when integrated purposefully with explicit instruction and reflective learning activities.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-11-01
DOI
https://doi.org/10.5281/zenodo.23852207
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

Enhancing Mathematics Learning Through Educational Games: A Study on Student Engagement and Performance

Jerico Colon
2 links
Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Enhancing Mathematics Learning Through Educational Games: A Study on Student Engagement and Performance

Jerico Colon
article en

Abstract

This study examined middle school students' engagement with educational games in mathematics, compared their academic performance before and during game-based learning, investigated the relationship between engagement and academic performance, and proposed an intervention program based on the findings. Using a quantitative research approach, the study was conducted at Hope International School in Phnom Penh, Cambodia. Engagement data were collected from 93 students using a four-point Likert-scale questionnaire, while mathematics grades from 98 students were compared across two semesters. Descriptive statistics, correlation analysis, and a paired-samples t-test were employed to analyze the data. The results indicated that students reported the highest in motivation to participate (M = 3.77, SD = 0.714), followed by engagement in enjoyment (M = 3.57, SD = 0.772). Active participation (M = 3.25, SD = 0.868), satisfaction with learning experience (M = 3.18, SD = 0.872), and perceived learning (M = 3.02, SD = 0.859) received comparatively lower mean ratings. Mean mathematics performance increased from 83.13 (SD = 11.41) in the first semester to 85.41 (SD = 9.84) in the second semester. The difference was statistically significant, t(97) = −4.633, p < .001, with a medium effect size (Cohen's d = −0.468). The study also reported a significant relationship between student engagement and academic performance. Based on these findings, the Mathematics Engagement and Achievement through Gamification (MEAG) Program was proposed to enhance mathematics instruction through curriculum-aligned educational games, collaborative learning activities, teacher development, and systematic progress monitoring. The findings suggest that educational games may serve as a complementary instructional approach when integrated purposefully with explicit instruction and reflective learning activities.

Zenodo (CERN European Organization for Nuclear Research)
Quality education, Good health and well-being
Openalex Percentile: Top 5%
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.

Laika access coming soon