GAMIFICATION AND MOTIVATION TO LEARN MATH USING TECHNOLOGY S F O O 0 R 2 P 0 2 P IA © Janice Watson-Huggins and Sandra Trotman Nova Southeastern University This article discusses a quantitative study, gamification and motivation to learn math using technology which focused on gathering information to answer the questions “Can gamification motivate students toward learning mathematics?” Gamification, a method used to describe the use of game-based mechanics in nongame contexts, can influence behavior, improve motivation, and increase engagement of students thereby promoting learning and problem solving (Kapp, 2012; Marczewski, 2013). Although gamification involves many aspects such as components of a gamified software, the present study focused on motivation to learn. The theoretical framework used to guide this research is the self-determination theory of motivation (Ryan & Deci, 2017). The research took place at a primary school in an eastern Kingston inner-city community in Jamaica. Sixth-grade students were selected because they were preparing to sit the national standardized exam, Grade Six Achievement Test (GSAT) and the Edufocal gamification mathematics software was being piloted. Sixty-one students were randomly assigned to two classes based on the scores they obtained on the pretest (Diagnostic Mathematics Test/ Jamaica). One group (the experimental, n = 35) was given complete access to the Edufocal gamification software for instructional purposes while the other class (control, n = 26) received traditional mathematics instructions. It was hypothesized that students exposed to the gamified intervention will have a significantly higher GSAT gain score than their peers, the control group. A survey was used to collect data on the participants’ perceptions of mathematics on two occasions; that is, pre- and postgamified interventions, over two consecutive academic terms. SPSS was used to conduct a paired two sample for means t test. The results revealed that postmean scores for the experimental group (M = 104.31, t(37)–0.38, N = 38, p – 0.71) was significantly greater than the premean score M = 105.5, t(37) = –0.38. For the control group, the postmean score was also • Janice Watson-Huggins, Nova Southeastern University, 3301 College Avenue, Fort Lauderdale, FL 33314-7796. Email: Watson.janice365@gmail.com The Quarterly Review of Distance Education, Volume 20(4), 2019, pp. 79–91 ISSN 1528-3518 Copyright © 2019 Information Age Publishing, Inc. All rights of reproduction in any form reserved. 80 The Quarterly Review of Distance Education greater than the premean score with (M = 108.08), t(37) = 2.31) while the pre scores were recorded as (M = 100.16, t(37) = 2.31, N = 38, p = 0.26). The results proved that students expressed increased motivation and increased engagement with the subject postgamified intervention, but the result was not significant. The data also revealed that gamification could provide a temporary solution to the failing Math scores. In addition, the data also revealed that students exposed to the treatment performed at the same level than their peers in the control group did. However, there was no significance in the mean scores from the t test. The results can be used to assist in future planning on whether or not to include some aspects of gamification in other institutions as a way to improve student scores in other subjects. Overview The issue of worsening math scores has plagued the Jamaican education system for several years at both the primary and secondary levels. This research was designed to determine the effects of a gamified software intervention in mathematics on the motivation and achievement of sixth-grade students in a small inner-city elementary school. In 2018, it was reported by the Jamaica Information Service (JIS) that the average GSAT mathematics score was 61.2% compared to 62.4% as reported for 2017 (Smith-Edwards, 2016). A similar trend is evident by fluctuating pass rates: 2013, 61%; 2014, 60%; 2015, 56% and 2016, 58.2%. Against these statistics, the low pass rate remains a major concern for both administrators and educators alike. Consequently, the government of Jamaica continues in its effort at finding effective ways to motivate students to learn mathematics in order to increase their scores. In 2018, the government implemented its second phase of the “Tablets in Schools Project”. This US$30 million project of 91,000 tablets will benefit over 1106 schools across the island (Patterson, 2018). Additionally, it included the training of 12,500 teachers and the distribution of 2,200 interactive smartboards, multimedia projec- Vol. 20, No. 4, 2019 tors, laptops and other classroom management software. A game called Math Farm was introduced to motivate students in the classroom (Doan, 2018). The introduction of this software with its different levels, points, leaderboard, feedback and badges heralded a new instructional approach to the learning environment. In 2014, the researched school purchased Edufocal to help its sixth-grade students to better prepare for the GSAT exams. Prior to 2017, no structured evaluation was conducted of the software effect on student motivation. Furthermore, while numerous studies investigate the impact of gamification in higher education and high school settings, this research focused on the impact of gamification in an elementary, middle-school school setting in a Caribbean, developing country context. Hence, the need for this research. Edufocal Jamaica, launched in March 2012, is an online social learning community focused on using technology to enrich a student’s learning experience outside of the classroom in addition to designing innovative ways to promote the use of technology in education (Edufocal, 2017). The Edufocal social learning community offers students the opportunity to access over 15,000 questions to prepare for the CSEC and GSAT examinations. The program presents the questions akin to popular methods wherein students role play using games. With this instructional approach, students complete a set of questions and are awarded with points which will then allow them to upgrade to a higher level based on the number of questions they have correctly answered (Khalil, Davis, & Wong, 2018). The more points a student accumulates, the higher the level they will achieve, and they will be able to unlock a larger number of rewards. Gamification may be defined as the use of gaming elements in a nongaming context (Werbach & Hunter, 2012). It may be seen as having elements of game-based learning. These elements are i) increasing student’s ability to store and recall information, ii) increasing motivation, engagement, confidence, and self-esteem, iii) reducing academic related S F O O 0 R 2 P 0 2 P IA © Gamification and Motivation to Learn Math Using Technology anxiety, and iv) helping students to apply learning in different contexts (Werbach & Hunter, 2012). When compared to game-based learning, gamification provides a learning environment where there is increased motivation hence increased engagement and participation, increase self-esteem and positive risktaking. Thus, there are several benefits for using gamification in the classroom as altogether, these factors enhance the teaching and learning process (Werbach & Hunter, 2012). However, while using gamification in the classroom offers several benefits, there are drawbacks or challenges. Alsawaier (2018) noted that there is still a large gap as it relates to relevant literature on motivation to learn. Schaaf and Mohan (2014) discussed five main barriers that affect the adoption of digital game-based learning in the classroom. These barriers are funding, the stigma attached to using video games and gamelike elements, lack of time, lack of professional training and development, and one of the most argued barriers is the fear of change by some teachers. 81 trums may be left behind which also creates a new challenge. This study provides empirical data on the effects of using a gaming system as an instructional tool on student motivation and consequently, their achievement in mathematics. Data collected identified several benefits that can be gained from implementing gamified tools in the mathematics classroom. The study also provides recommendations on how to implement such a system in the general Jamaican elementary, middle school system. S F O O 0 R 2 P 0 2 P IA © Purpose of the Study The purpose of this quantitative study was to determine if the use of gaming applications contributed to increased motivation in sixthgrade mathematics students at a selected Jamaican primary school. In today’s global society, this research is essential, especially since learning with technology is unavoidable in developing countries. Further, the study is conducted to find out if it is possible to use a gamified software intervention to motivate K– 6 students in a small inner-city elementary math classroom. Also, a study of this nature has never been conducted in the Jamaican elementary classroom. Instructional technologists and educators alike have been exploring different ways in which technology can be used in the classroom. Shiota and Kyohei (2016) concluded that the incorporation of gamification in the classroom increased student motivation and interest in the subject. However, the downside is that students on different learning spec- Research Question What effects do gamified applications have on sixth-grade students’ motivation, as measured by a mathematics motivation survey developed based on the amended Kaput Center student attitude survey? Hypothesis H0: Students using the gamified software will have a significantly higher mean score in motivation to learn than participants who did not use the software. Ha: There is no difference in mean motivation scores between students who used the gamified software and those who did not use the software. THEORETICAL FRAMEWORK The theory that guides this research is the selfdetermination theory of motivation (SDT). The SDT theory focuses on motivation, human behavior, and development, primarily on varying types of motivation that are subsumed as part of this theoretical framework. In addition, the theory examines “how social-contextual factors support or thwart people’s living through the satisfaction of their basic psychological needs for competence, relatedness and autonomy” (Ryan & Deci, 2017, p. 3). The authors posit that human beings in general 82 The Quarterly Review of Distance Education require three basic needs: competence, autonomy and relatedness. The self-determination theory of motivation further postulates that human beings have the intrinsic desire to control and master their environment and the expected outcomes. As human beings, we are interested in finding out how things will “turn out,” and what will evolve because of our actions. Maslow’s hierarchy of needs focuses on five-tiers of basic human needs that is depicted within the triangular pyramid in Figure 1. In the model, the needs at the lower end of the hierarchy must be satisfied before individuals can get to the point of esteem and self-actualization (Tay & Diener, 2011). Motivation to play games stems from the innate psyche of the player that encourages them to play the games. Therefore, if an individual’s lower needs are not met at the lower level, when playing the games, then they will be unlikely to participate in the gamified process at the higher level. An individual will act if it satisfies their basic needs. In the current study, a student’s individual ability to choose how to satisfy his or her individual needs, and further investigate their actions in the classroom that requires some degree of self-regulation was examined. Vol. 20, No. 4, 2019 Therefore, the use of technology as a nontraditional learning method as described by SDT is an out-of-class learning method (Ryan & Deci, 2017). This study investigates how well motivational factors described by SDT applies to and explains sixth-grade learner’s perception of the role of technology and gamification in their classroom to improve their math scores. LITERATURE REVIEW S F O O 0 R 2 P 0 2 P IA © FIGURE 1 Maslow’s (1943) Hierarchy of Needs Although educators have been looking at new and different techniques that can be used in the classroom to improve teaching and learning, e.g., using technology, the concept of gamification is still considered a new concept albeit gaining attention in recent times. Gamification as a concept was coined in 2002 by Nick Pelling (Marczewski, 2013). However, the term was first used publicly in 2008, since then, it has been used on numerous occasions within education (Scepanovic, Zaric & Matijevic, 2015). Gamification, usually used in nongame contexts, engages people in problem solving activities. The benefits to gamification include but is not limited to: (a) increased engagement (b) higher levels of motivation (c) providing instant feedback (d) reinforced learning and increasing time spent on tasks and (e) increased interaction and communication with users (Al-Azawi, Al-Faliti, & Al-Blushi, 2016). For gaming in the classroom to be successful, it must possess several elements: stories, challenges, feedback, rewards, etc. to create learning opportunities in the form of a game setting. As it relates to rewards, Boyd (2018) noted that one way in which gamification can be used to motivate students is by dividing tasks into different stages and attaching rewards after the successful completion of each stage. Doing this the author argues, will motivate the user rather than overwhelm them. Some games also have a leaderboard. There are two types of leaderboards in gamification; absolute and relative leaderboards (Marczewski, 2013). On a leaderboard, players can see their ranking in Gamification and Motivation to Learn Math Using Technology relation to their peers, as well as their progress (Kapp, 2012). Extrinsic motivation plays a key role in student progress as they remain on task because of the desire to obtain something such as a main goal or any positive reward (Chou, 2015). While there have been many discussions from scholars on the effects of gaming systems and how this affects a student’s academic performance, there has been little research to substantiate this claim (Kapp, 2012; Lister, 2015; Schaaf & Mohan, 2014; Marczewski, 2013). Clark (1983) argued “that media do not influence learning under any possible conditions” (p.445). Instead, he argued, “media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers grocery causes a change in our nutrition” (Clark, 2012, p. 2). Clark subscribed to the view that there are no direct learning benefits associated with media and urged that we should not continue the trend of wasted efforts in attempting to answer the question of whether media directly impacts learning until a new theory is developed. Clark also added that media do not influence learning, but it does influence the efficiency of learning costs and access to education. However, a study by Stewart-McKoy (2016) conducted at the University of Technology, Jamaica in an Undergraduate Spanish language class to increase student’s engagement in classroom activities found increased engagement of students in the out-of-class online games. This finding further supports the idea that using gamification can lead to increased learner motivation and engagement. Hence, the need for further studies to examine the impact of gamification on student learning of mathematics. 83 St. Andrew, Jamaica. In 2014, Maas Penn Primary invested in a software called Edufocal that would allow students to adequately prepare for their GSAT examinations. Software The Edufocal gaming software was developed in 2010 as an online learning community focusing on using technology to enhance the learning experience outside of the classroom. The learning software has over 15,000 preparatory questions for the GSAT exam that is presented in a manner that is akin to the traditional role-playing game. When students answer each question correctly, they are rewarded with points and medals which allows them to “level up” in the game. The higher the ranking, the more difficult the questions become. The more answers you get correct, the more rewards you are able to unlock, and the more prizes you will win (Edufocal, 2017). This research only focused on the math component of the program. S F O O 0 R 2 P 0 2 P IA © METHODOLOGY Maas Penn Primary school was selected for the study because of its unique characteristics. The school is located in an eastern Kingston innercity community on the border of Kingston and Population According to data provided by the Ministry of Education, Jamaica, for 2017, the present enrollment for Maas Penn Primary School stands at approximately 809 students, 453 boys and 356 girls with a staff complement of 34 teachers including the principal and guidance counselor. The treatment or experimental group (n = 35) was given complete access to the Edufocal gamification software during classroom activities while the second class (control group; n = 26) did not have access. Apart from this difference, both classes performed similarly on the Grade 5 mathematics test, students in both groups completed identical class assignments, and were given the same learning opportunities in class. It is highly possible that students in the treatment group became aware of their position during the course of the implementation. 84 The Quarterly Review of Distance Education Instruments of Data Collection The survey used in the study was the Student Attitude Survey created by the KAPUT Center for Research and Innovation in Solomon, Tobin, and Schutte (2015) examined the reliability and validity of Student Attitude Survey and concluded that the instrument possesses adequate internal consistency and validity. The original instrument was modified to measure students’ motivation toward learning mathematics. Respondents were asked to report on the extent to which they agreed or disagreed with each statement on a scale of 1 (strongly disagree) to 5 (strongly agree). The modified version used in this study, included items related to motivation. Design Vol. 20, No. 4, 2019 immediate problem-solving feedback for each incorrect response. An excellent feature, the report card, of the software is the availability and accessibility afforded to teachers to monitor student progress as seen in Figure 2. The report card shows the average scores a student receives on each test and the highest and lowest score. It can also provide information on the number of tests taken and time used to complete each test, including the student fastest and slowest times. The report card provides in-depth information for each mathematical concept being covered. The teacher can readily obtain the information and use it to identify a student’s strongest and weakest areas and plan for further instruction to meet that student needs. S F O O 0 R 2 P 0 2 P IA © Data Analysis A two-group between-subjects design was employed for the current study, that is, an experimental group (using a gaming system) and a control group (taught via traditional methods). The experimental group was exposed to the Edufocal gaming software for two full terms of study. The control group was taught math using traditional methods. The groups were selected based on convenience, i.e., there were only two Grade 6 classes, and were randomly assigned to the treatment. The descriptive data was analyzed using the Statistical Package for the Social Science (SPSS) data analysis software and Microsoft Excel. Data were collected, coded and analyzed. Descriptive statistics were performed on each scale comparing student attitude pre- and postintervention. To investigate the impact on student motivation to learn an independent t test was performed using data collected from the intervention’s pre- and posttests scores. Fidelity RESULTS Within the software, students are able to view their experience points, create a profile, and view their overall rankings compared to other students in their age groups. The focus was only on the mathematics portion. Under each topic, the student is able to watch videos before attempting each test. These videos demonstrated best practices by professional mathematics teachers interacting and solving each problem step-by-step with detailed explanations. Once the video was viewed, the student then completed a test on each topic. These tests always asked different levels of questions on each topic or concept. Students received The researcher examined the effectiveness of a gamified software intervention in mathematics achievement among sixth-grade students in a selected elementary school. The intervention involved the use of Edufocal gaming software to solve math questions. The results are presented in two sections. Section 1 looks at the results from the experimental group, which was exposed to using the software (i.e., the focus of this study) while Section 2 looks at the comparative results of both groups (experimental and control) as presented by the t test results. Gamification and Motivation to Learn Math Using Technology 85 S F O O 0 R 2 P 0 2 P IA © FIGURE 2 Screenshot of Edufocal Interface Capabilities TABLE 1 Do You Enjoy Playing Edufocal Games? Year October 2017 March 2018 Motivation toward Math. This was measured based on student perceived fun and usefulness and observation of their interaction as they engaged with the gamification software activities. Students were asked the following question: Do you enjoy playing Edufocal games? The response options and codes were either yes (1) or no (2). This question, asked of the experimental group in October 2017, was repeated in March 2018. The results in March 2018 were similar to that of October 2017; an overwhelming majority (i.e., 88.9%) stated that they enjoyed playing games on Edufocal while the remaining 11% said no (see Table 1). Response N% Yes 29 (84.2) No 5 (15.8) Yes 30 (88.9) No 4 (11.1) As it relates to the different components of the game, students were asked: Which parts of the game did you enjoy the most? as represented by Question 3 on the questionnaire. This was an open-ended question, which allowed students to write in their individual responses. The final five categories were addressed: (a) tests, (b) different subjects, (c) leaderboard, (d) feedback and (e) everything. After recoding, the final analysis provided the following response. The results in Table 2 show that in October 2017, just under a half of students (42% or n = 15) indicated that they enjoyed the tests while 34.2% (n = 11) said they enjoyed the different choices of subjects 86 The Quarterly Review of Distance Education Vol. 20, No. 4, 2019 TABLE 2 Parts of the Game Enjoyed Most Oct.17 n (%) Categories Mar 18 n (%) Tests 15 (42.1) 6 (19.4) Different subjects 11 (34.2) 11 (30.6) Leaderboard 2 (5.3) 5(13.9) Feedback 3 (7.9) 5 (13.9) Everything 4 (10.5) 8 (22.2) S F O O 0 R 2 P 0 2 P IA © TABLE 3 Parts of the Game Most Disliked Oct 17 n (%) Mar 18 n (%) 5 (13.2) 14 (38.9) Categories Design Feedback 11 (28.9) 7 (22.2) Rules 17 (42.1) 6 (16.7) Dynamics 4 (10.5) 2 (5.6) Nothing 2 (5.3) 6 (16.7) TABLE 4 Mean Differences Between Experimental and Control Groups Pretest M (t stat) Posttest M (t stat) Experimental group (n = 35) 104.3 (–0.38) 105.5 (–0.31) Control group (n = 26) 100.16 (–2.31) 108.08 (12.47) Condition or content areas that the software offers. Only 7.9% and 5.3% respectively stated that they enjoyed the feedback and everything that the game offers. As it pertains to which aspects of the game the students disliked most, the question was asked; “Which parts of the game did you dislike most?” as represented by Question 4 on the questionnaire. The responses are as follows: (a) design (b) feedback (c) rules and (d) dynamics as presented in Table 3. When students were asked what part of the game they dislike the most, the results in October 2017 showed that more than 42% (n = 17) did not like the rules while a surprising 28.9% or (n = 11) said they did not like the feedback. 13.2% did not like the design while 10% did not like the dynamics presented in the game. These results differ from those of March 2018. The results were 38.9% (n = 14) did not like the design aspect, 2% and 16.7% disliked the feedback and rules respectively, and 5% disliked the dynamics. It was surprising to note that 16% liked everything that the game had to offer. Gamification and Motivation to Learn Math Using Technology A comparative analysis of both groups’ motivation pre- and postintervention is presented in Table 4. A paired t test was performed to determine if students in the experimental group were more motivated toward learning mathematics compared to their peers in the control group. The pretest mean scores (M = 104.31, t(37)–0.38, N = 35, p – 0.71) for the experimental group was not significantly greater than its posttest mean score M = 105.5, t(37) = –0.31. However, there is an observable difference in the pre- and posttests mean score for the control group (pre/ M = 100.16, t(37) = 2.31, N = 26, p = 0.26 compared to post/((M = 108.08), t(37) = 12.47). Although exposed to the treatment, the experimental group’s t stat remained negative. While it may appear that students in both groups are motivated to learn, especially the control group, the difference in their performances was not statistically significant. FINDINGS 87 paid to the elements of the learning technology, overall objectives of the subject matter, and available resources (Huang & Soman, 2013). Gaining any positive results from implementing technological games in the classroom will depend on how accurately one of the above factors is implemented. Another concern is that gaming is no more effective than teaching the content. This point was also argued by Clark (2012) who claimed the media is the vehicle through which instruction is delivered, hence it has no direct influence on student achievement. According to Clark, we cannot seek to justify the use of instructional media based only on the claims of the unique contributions to learning that the media has offered over the traditional brick and mortar methods (Clark, 2012, p. xiii.). In essence, media can improve instruction; however, it should not be viewed as the main determinant that explains why a student learns. Hence, the media itself does not influence learning. In the paper entitled “Reconsidering research on learning from media” (Clark, 2012), stated that “studies clearly suggest that media do not influence learning under any conditions” (p. 23). Clark’s perspective is that no matter how many media tools the instructor invests in, it is the contribution of the material/ content, the methods used and the way in which it is designed that causes a student to learn. In relating to Maslow’s hierarchy of needs, the design component of the game may be one factor which would lead to student motivation. Each will be discussed separately below. S F O O 0 R 2 P 0 2 P IA © As educators, one of our greatest tasks is to capture the attention and interest of the learner. That is, we need to keep them highly engaged and on task. Capturing their attention and motivating them to remain engaged with the task will help students to keep coming back for more of the motivator (Buckley & Doyle, 2014). The findings of this study support previous research findings. Higgins, HuscroftD’Angelo and Crawford (2017) study focused on using technology as an intervention tool in mathematics. The outcomes show that technology as an instructional tool can influence student outcomes due to changes in their attitude toward learning and motivation to learn. On the other hand, Huang and Soman (2013) cautioned that if gaming elements are not used correctly, they may backfire on the instructor and by extension the student. This view is related to the notion that in order to get to certain stages of a specific game, the student must be motivated to continue and to learn new things. Therefore, special attention must be Design One of the main elements of a game is its design as it pertains to the instructional content that is inherent in the game. Another important element is the behavior of the user, that is, and how they respond to the gaming elements, the feedback provided from answering each question, and the judgment of the user based on what they thought of the game. In the study, 38.9% of respondents indicated that they 88 The Quarterly Review of Distance Education disliked the design of the game. A welldesigned game should have specific learning outcomes that correspond to course content (Garris, Ahlers, & Driskell, 2002). Sandusky (2015) opined that incorporating gamification into the curriculum would be helpful to students if it can assist the learners to remember 90% of what they learned. Rules-game playing involves several rules that must be adhered to in order to complete a specific lesson/quest or journey. When a user violates these rules that govern game-play, where the gamer responds out of the normal characters, the game is stopped or reset from the beginning. 42% of respondents in the study indicated at the beginning that they did not like the rules inherent in the game. Rules are very important in any setting as, without rules, there would be chaos and confusion (Marczewski, 2013). Marzewski believes that when rules change, this can create negative feedback from users especially if the rules were forced upon them in the middle of a mission. Feedback Vol. 20, No. 4, 2019 an effective way to show users where they currently rank in comparison to their peers. The leaderboard can be used as a motivating factor as it is usually displayed on the front page where the user is in full view of their activities. However, it can be concluded from these results that the leaderboard did not serve as a motivating factor for students to play games on Edufocal. In the study, only 13.9% indicated that they enjoyed the leaderboard. When a leaderboard displays your score along with those of your peers, it may encourage peer pressure, as you may feel influenced that you must get to the top. When a user rises on the leaderboard, it can serve as a motivating factor as this may mean that you are succeeding at the tasks that you set out to do (Marczewski, 2013). S F O O 0 R 2 P 0 2 P IA © This form of expression occurs when users are engaged in a process where they are repeatedly experimenting with new technological devices, as they are confident in the feedback that will be given if it is correct or not (Chou, 2015). The feedback they receive will allow them to adjust accordingly. The example was given of playing with Legos where it is fun, but you also have to use your brain to create art. In the study, 13.9% indicated that they enjoyed the feedback while 28.9% indicated that they disliked the level of feedback given in the game. Marczeski (2013) argued that instant feedback to the user gives them a better understanding of the task, what they are doing, and their overall progress. Leaderboard The use of the leaderboard is also an important element of this study. Marczewski (2013) argued that leaderboards can be used as Rewards and Badges Some essential elements in gaming such as rewards and badges it is argued can be used as support mechanisms to support the independence of learners, which inherently leads to a higher level of motivation to learn (Landers & Armstrong, 2017). Rewards should serve as influencing the achievement of the user and not becoming the achievement itself (Marczewski, 2013). Byun and Joung (2018) believe that video or computer games are an effective method that can be used in the classroom to improve student performance and motivation in mathematics. Wang, Goh, Lim, Liang, and Chua (2018) also agree that game-based learning is a potential approach to addressing the issue of motivating students to learn math. While many educators warn against viewing technology as the cure-all, it should not go unrecognized that media and technology plays a very important role in the classroom as students are no longer limited to the confines of the classroom. Through computer networks and the internet, the world then becomes each student’s classroom (Simonson, Smaldino, Albright, & Zvacek, 2012). The study results concluded that, there exists a gap between theory and practice Gamification and Motivation to Learn Math Using Technology as it relates to implementing gamification in the classroom curriculum. LIMITATIONS • To strengthen the validity of the study, one elementary school located in an inner-city community was used. • The researcher used the results from the sample to generalize to the population. • The study used only sixth-grade math scores. • Current research gap was limited to the understanding of the potential nature of gamification as a learning tool to improve student math scores. 89 SUMMARY AND CONCLUSION The researcher measured student motivation to learn mathematics across two full terms of study. A survey was used to collect data at two different periods (i.e., pre- and postimplementation) to examine student views and attitudes toward mathematics and using technology to learn mathematics. Based on the results, this intervention did not statistically improve the mathematics scores for these Grade 6 students. However, data points show an overwhelming majority of students agreed that they can learn mathematics in both the experimental and control groups based on the mean scores. As such, one cannot rule out the place of gamification may be used as a motivator toward students learning mathematics. Increase in the use of technology in Jamaican primary classrooms will lead to gamification and other similar software becoming a part of our students’ world; hence, gamification will play a role in student learning. However, more research is needed to find ways in which to minimize the effects of factors preventing students from good math performance including using technology to fill this gap. S F O O 0 R 2 P 0 2 P IA © RECOMMENDATIONS FOR FUTURE RESEARCH A mixed method perspective could be considered where focus groups and interviews are included along with the traditional quantitative method of data collection. This strategy would allow researchers to get an opportunity to speak face to face with users and ask the “why” questions. This will include conducting research involving administrators, instructors, computer personnel, math teachers and everyone involved in the process including the maker/owner of the software. Research should also focus more on how to improve student academic performance rather than what is the “best” technology to implement. Gamification and its benefits should not be used only as a control mechanism; however, it should serve the task of motivating and engaging the users (Marczewski, 2013). In further discussing what teaching strategies and media to be used, Simonson et al. (2012, p. 135) points out that “it is important to utilize students in this process as they can seek to provide insight into the design of the learning experience. A longer time period with different geopolitical educational boundaries/districts could be implemented at different time periods. 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