Effects of Gamification on Academic Performance and Motivation in Learning Electrochemistry among SS2 Students in Sokoto Metropolis, Nigeria
1 Department of Science Education, Sokoto State University, Sokoto State, Nigeria
* Corresponding author: nagoronyo@gmail.com
* Corresponding author: nagoronyo@gmail.com
Abstract
Chemistry is an important science subject, but
students often experience difficulties in understanding abstract topics such as
electrochemistry. The use of conventional teaching methods may not adequately
promote students’ active participation and motivation. Gamification, which
incorporates game elements such as points, badges, leaderboards, rewards, and
quizzes into learning, has emerged as an innovative strategy for improving
students’ engagement and academic outcomes. Previous studies have reported that
gamified instruction can enhance students’ motivation and achievement in
science education. However, its application in teaching electrochemistry among
secondary school students in Nigeria remains limited. Therefore, this study
investigated the effects of gamification on academic performance and intrinsic
motivation among SS2 students learning Electrochemistry in Sokoto Metropolis,
Nigeria. A quasi-experimental pretest-posttest, non-equivalent control group
design was adopted, guided by Self-Determination Theory. From a population of
6,053 SS2 Chemistry students across 48 public schools, 91 students were
purposively sampled from two schools: 43 experimental, 48 control. The
experimental group received six weeks of gamified instruction incorporating
leaderboards, digital badges, a point reward system, and game-based quizzes,
while the control group received conventional chalk-and-talk instruction on
identical content. Data were collected using the Electrochemistry Achievement
Test (EAT, PPMC = 0.81) and the Electrochemistry Students' Motivation
Questionnaire (ESMQ, α = 0.86), and analysed using ANCOVA at the 0.05 level of
significance. The gamified group recorded significantly higher post-test
academic performance, F(1,88) = 184.30, p < 0.001, partial η² = 0.68, and
significantly higher intrinsic motivation, F(1,88) = 601.75, p < 0.001,
partial η² = 0.872, than the control group. Both null hypotheses were rejected.
The study concludes that gamification is an effective, contextually adaptable
strategy for improving Electrochemistry outcomes and recommends its structured
adoption alongside teacher training and infrastructural support
Keywords
gamification
electrochemistry
academic performance
intrinsic motivation
Sokoto metropolis
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How to Cite
Aliyu, M., Aliyu, H., & Mani, B. U. (2026). Effects of Gamification on Academic Performance and Motivation in Learning Electrochemistry among SS2 Students in Sokoto Metropolis, Nigeria. Journal of Studies in Science and Mathematics Education, 6(1), 379–390. https://doi.org/10.67203/jossme.2026.3ch9ec66
M. Aliyu, H. Aliyu, and B. U. Mani, "Effects of Gamification on Academic Performance and Motivation in Learning Electrochemistry among SS2 Students in Sokoto Metropolis, Nigeria," Journal of Studies in Science and Mathematics Education, vol. 6, no. 1, pp. 379–390, August 2026. doi: 10.67203/jossme.2026.3ch9ec66