Document Type : Original Article
Researchers
1 none
2 Department of Educational Psychology, Allameh University
3 Department of Educational Psychology, faculty of psychology and education. Allameh Tabataba,University, Tehran, Iran
Ministerial Ethics Committee
One of the best ways to increase students' motivation and learning is to gamify education. The main purpose of this research is to investigate the effect of gamification of math lesson on the attitude and academic performance of male students of elementary schools in Qazvin city, which will be done with an experimental method of pre-test-post-test type with a control group. The statistical population includes 220 fifth grade students of two schools in Qazvin city, 20 of whom will be randomly assigned to the experimental group and 20 to the control group. The data collection tool includes a 16-item math attitude questionnaire of Aiken and standardized questions developed by the researcher. Gamification of math lesson will be done in 10 sessions. The games that will be used in this research will be made by the researcher and will be in a physical form, which will be fractions from the fifth grade math book to achieve the lesson objectives. The variable of attitude towards mathematics is calculated using the Likert scale using the Aikon's questionnaire, and the obtained data will be analyzed through the SPSS software.