Mathematics anxiety and declining intrinsic motivation are persistent
challenges in secondary education, driving educators to explore gamification as
an engagement strategy.
To examine the effect of gamification on academic motivation and
mathematics achievement in secondary school students, and test self-efficacy as
a mediating variable.
A quasi-experimental pre-test/post-test design with a control group was
implemented across 220 Grade 9 students over one academic semester.
Gamification elements (points, badges, leader boards, narrative quests) were
embedded in regular instruction.
The experimental group demonstrated significantly higher post-test
motivation scores (M = 74.8 vs. 61.3, p < 0.001, Cohen's d = 0.89) and
mathematics achievement (M = 72.4 vs. 63.1, p < 0.001). Self-efficacy
partially mediated the motivation-achievement relationship (β = 0.31, 95% CI:
0.19–0.44).
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