International Journal For Multidisciplinary Research
E-ISSN: 2582-2160
•
Impact Factor: 9.24
A Widely Indexed Open Access Peer Reviewed Multidisciplinary Bi-monthly Scholarly International Journal
Home
Research Paper
Submit Research Paper
Publication Guidelines
Publication Charges
Upload Documents
Track Status / Pay Fees / Download Publication Certi.
Editors & Reviewers
View All
Join as a Reviewer
Get Membership Certificate
Current Issue
Publication Archive
Conference
Publishing Conf. with IJFMR
Upcoming Conference(s) ↓
Conferences Published ↓
IC-AIRCM-T3-2026
SPHERE-2025
AIMAR-2025
SVGASCA-2025
ICCE-2025
Chinai-2023
PIPRDA-2023
ICMRS'23
Contact Us
Plagiarism is checked by the leading plagiarism checker
Call for Paper
Volume 8 Issue 2
March-April 2026
Indexing Partners
Examining the Impact of Gamified Learning on the Motivation of Low-Performing Secondary School Science Students
| Author(s) | Mr. Frank Aduo, Mr. Raphael Yao Vorleto, Mr. Mathew Kofi Atta, Mr. Michael Tabbey-Appiah |
|---|---|
| Country | Ghana |
| Abstract | This study investigated the impact of gamified learning on the motivation of low-performing secondary school science students in the Assin South District of the Central Region of Ghana. Despite growing interest in gamification as a pedagogical tool, limited research has focused on learners who consistently underperform, particularly in science. Guided by Self-Determination Theory, Constructivist Learning Theory, and Experiential Learning Theory, the study adopted a quasi-experimental pre-test/post-test design. The population comprised secondary school students whose previous science examination scores fell below the national proficiency benchmark. Purposive sampling was used to select schools with a high proportion of low-performing learners, and intact classes were assigned to either the experimental or control groups. The experimental group received gamified science instruction incorporating points, badges, leaderboards, interactive challenges, and collaborative tasks, while the control group followed conventional teaching methods. Motivation was measured using a modified Motivated Strategies for Learning Questionnaire (MSLQ) adapted to the secondary school science context. Findings revealed a significant increase in motivation among students exposed to gamified instruction compared to the control group. ANCOVA results, controlling for pre-test scores, indicated that the experimental group achieved significantly higher adjusted post-test motivation scores (F(1, 57) = 65.78, p < 0.001, partial η² = 0.68), indicating a large practical effect. The study demonstrates that gamified learning can effectively enhance intrinsic motivation, engagement, and collaborative learning among underperforming students. These results underscore the potential of gamification as a pedagogical strategy to reduce achievement gaps in science education. The study recommends that teachers, curriculum developers, and policymakers integrate gamified approaches to foster student motivation, while acknowledging limitations related to sample size, intervention duration, and reliance on self-report measures |
| Keywords | Gamified learning, Motivation, Low-performing students, Science education, Quasi-experimental design |
| Field | Physical Science |
| Published In | Volume 7, Issue 6, November-December 2025 |
| Published On | 2025-12-10 |
| DOI | https://doi.org/10.36948/ijfmr.2025.v07i06.62929 |
Share this

E-ISSN 2582-2160
CrossRef DOI is assigned to each research paper published in our journal.
IJFMR DOI prefix is
10.36948/ijfmr
Downloads
All research papers published on this website are licensed under Creative Commons Attribution-ShareAlike 4.0 International License, and all rights belong to their respective authors/researchers.
Powered by Sky Research Publication and Journals