Effectiveness of gamification in teaching mathematics to students with special educational needs

Authors

  • Celia Gallardo Herrerias Universidad de Almería

DOI:

https://doi.org/10.19136/jobs.a12n33.6582

Keywords:

gamification, special educational needs, mathematics education, inclusive learning

Abstract

This study investigates the effects of gamification in mathematical education for students with special educational needs (SEN) in elementary school. The quasi-experimental method was adopted, and 48 SEN students were assigned to an experimental group (n=25) with a 12-week gamified intervention and a control group (n=23) taught conventionally. The game-based approach drew on online tools (e.g., Classcraft, Kahoot!) and game mechanics like points, levels, and co-operative challenges that were aligned to mathematics curriculum. Mathematical performance was also assessed through pre- and posttests, and teacher observations tracked levels of engagement. Results revealed significant improvement in the experimental group, with mean scores rising from 12.3 to 22.7 (out of 40), compared to a minimal rise from 12.9 to 15.2 in the control group. Statistical analysis also proved an unovercome effect size (Cohen's d = 1.87) and the superiority of gamification to improve logical thinking and problem-solving. Active engagement was highly correlated (r = 0.72) with grades, again demonstrating the motivational benefits of gamification. Qualitative feedback indicated improved class climate, reduced anxiety, and greater student autonomy. While the study is successful, it identifies limitations such as sampling and intervention time. It suggests longitudinal studies, wider demographics, and evaluation of digital and analog gamification.

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Published

2026-04-30

Issue

Section

Artículo científico

How to Cite

Gallardo Herrerias, C. (2026). Effectiveness of gamification in teaching mathematics to students with special educational needs. JOURNAL OF BASIC SCIENCES, 12(33), 01-14. https://doi.org/10.19136/jobs.a12n33.6582