The DEVELOPMENT OF GAMIFICATION-BASED LEARNING PLANS TO ENHANCE ACADEMIC ACHIEVEMENT AND SATISFACTION IN INTEGER OPERATIONS FOR GRADE 7 STUDENTS

Authors

  • Kunlanat Motham Mathematics Major, Learning Management Innovation Program, Faculty of Education and Educational Innovation, Kalasin University, Kalasin 46230 Thailand
  • Prapaporn ์Nongharnpituk Mathematics Major, Learning Management Innovation Program, Faculty of Education and Educational Innovation, Kalasin University, Kalasin 46230 Thailand
  • Paweena Khansila Mathematics Major, Learning Management Innovation Program, Faculty of Education and Educational Innovation, Kalasin University, Kalasin 46230 Thailand

DOI:

https://doi.org/10.55003/JIE.25207

Keywords:

Gamification, Learning achievement, Learning satisfaction, Integers operations, Effectiveness index

Abstract

This research established an active learning environment by integrating gamification mechanisms into the learning management of integer operations (addition, subtraction, multiplication, and division). The learning activities were designed through the synthesis and application of key game elements to drive a learning process that is both engaging and challenging. These elements included goal setting, point accumulation, rules, leveling up, competition, time constraints, and reward systems used for positive reinforcement.

Such strategies played a crucial role in stimulating both intrinsic and extrinsic learning motivation, reducing mathematical anxiety, and encouraging student effort in comprehending the content, thereby directly and effectively enhancing academic achievement. The sampling group consisted of 17 Grade 7 students at Khambong Pittayakom School during the first semester of 2025 academic year, selected via purposive sampling. The research instruments included learning management plans, an academic achievement test, and a satisfaction questionnaire. The statistics employed for data analysis were percentage, mean, standard deviation, the E1/E2 efficiency criterion, and the Effectiveness Index (E.I.). The research findings were as follows: 1) The efficiency of the gamified learning management plans (E1/E2) was 77.98/78.53, which was higher than the specified criteria. 2) The students’ post-learning academic achievement was significantly higher than their pre-learning achievement, with an Effectiveness Index (E.I.) of 0.7214, indicating a knowledge development progression of 72.14 percent. 3) The students’ satisfaction toward the learning activities was at a high level, with a mean score (equation) of 3.87 and a standard deviation (SD) of 1.05.

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Published

2026-08-31

How to Cite

Motham, K., ์Nongharnpituk P., & Khansila, P. (2026). The DEVELOPMENT OF GAMIFICATION-BASED LEARNING PLANS TO ENHANCE ACADEMIC ACHIEVEMENT AND SATISFACTION IN INTEGER OPERATIONS FOR GRADE 7 STUDENTS. Journal of Industrial Education, 25(2), 48–60. https://doi.org/10.55003/JIE.25207

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Section

Research Articles