The Effect of different Gamification Incentives design on E-learning Platforms in enhancing Cognitive Achievement and Engagement in Learning among Students with Learning Difficulties in Mathematic

  • Abdulaziz Saeed Alkhorimi King Abdulaziz University, Saudi Arabia
  • Dr. Basim Rafi Alshehri King Abdulaziz University, Saudi Arabia
  • Prof. Ashraf Ahmad Absulaziz Zeidan King Abdulaziz University, Saudi Arabia
Keywords: Gamification, Digital & Tangible Gamification incentives, Learning Disabilities, Academic Achievement, Learning Engagement

Abstract

   This research aimed to investigate the effect of different digital gamification in E-educational platforms on developing cognitive achievement and engagement in learning among students with mathematical learning difficulties. The quasi-experimental approach was used on a sample of (10) second-grade primary school students who suffer from mathematics learning difficulties. They were divided into two equal experimental groups. The first learned using E-platforms based on both digital and Tangible gamification, while the second learned using E-platforms based on digital gamification only. The equivalence of the two groups was confirmed, and the main experiment was applied to a study unit on number comparisons in the mathematics curriculum. The study tools consisted of a cognitive achievement test prepared by the researcher and a scale of engagement in learning. The Will-Coxon test was used for pre- and post-measurements, and the Mann-Whitney test was used to calculate the significance of differences for the post-application between the two groups on the achievement test and engagement scale. The results demonstrated the effectiveness of using gamification on E-platforms in developing cognitive achievement and engagement in learning. The results also indicated a statistically significant difference between the two experimental groups in cognitive achievement and engagement in learning. This was attributed to the primary effect of using gamification in favor of the first experimental group, which received both Tangible and Tangible gamification.

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Published
2025-11-21
How to Cite
Abdulaziz Saeed Alkhorimi, Dr. Basim Rafi Alshehri, & Prof. Ashraf Ahmad Absulaziz Zeidan. (2025). The Effect of different Gamification Incentives design on E-learning Platforms in enhancing Cognitive Achievement and Engagement in Learning among Students with Learning Difficulties in Mathematic. Journal of Arts, Literature, Humanities and Social Sciences, (126), 166-189. https://doi.org/10.33193/JALHSS.126.2025.1562
Section
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