Enhancing Engagement and Learning Outcomes in Mathematics through Collaborative Gamification: A Case Study

Authors

  • Anitha D. Dept. of Applied Mathematics and Computational Science, Thiagarajar College of Engineering Thiagarajar College of Engineering, Thiruparankundram, Madurai, Tamil Nadu 625 015
  • Surya Devi B. Department of Applied Mathematics and Computational Science, Thiagarajar College of Engineering, Madurai
  • Srimathi S. Department of Applied Mathematics and Computational Science, Thiagarajar College of Engineering, Madurai
  • Nithyakala G. Department of Applied Mathematics and Computational Science, Thiagarajar College of Engineering, Madurai

DOI:

https://doi.org/10.16920/jeet/2026/v39is2/26051

Keywords:

Gamification, Leaderboards, Mathematics learning, Collaborative learning, Student engagement.

Abstract

Mathematics learning in Engineering has always been a strenuous task for the students as well as the teachers. Teaching mathematics especially for freshers is a tough job in terms of student engagement and academic performance. Though active and collaborative learning can be the solution for the same, modern teaching learning tools and techniques incorporating competitive learning are highly required. Gamification is a new approach that creates a competitive learning environment by incorporating gaming elements such as leaderboards, points and badges. Leaderboards are the readily implementable gamification elements that require the measurement of student performance but sometimes demotivating with drop in individual performance. Hence, collaborative learning with competitive environment shall be established with group leaderboards. The proposed approach recommends a computer assisted gamification with collaborative learning approach for mathematics learning. The approach proposes a series of group problem solving sessions followed by individual assessment tests and leading to a group leaderboard giving weightage to both group performance and individual performance. The approach is experimented with first semester students of Data science major (n=40) and the results are obtained for each of the course outcomes of the course. A software is developed to monitor the changes in the progress. The intermediate internal examination and terminal examination scores are observed and also feedback from the students is obtained. After statistical analysis of the examination scores and feedback, the findings of the work open a positive note to the proposed game-based approach to teaching mathematics.

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Published

2026-02-17

How to Cite

D., A., B., S. D., S., S., & G., N. (2026). Enhancing Engagement and Learning Outcomes in Mathematics through Collaborative Gamification: A Case Study. Journal of Engineering Education Transformations, 39(Special Issue 2), 424–432. https://doi.org/10.16920/jeet/2026/v39is2/26051

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