IDEAS home Printed from https://ideas.repec.org/a/bcp/journl/v9y2025issue-4p1499-1509.html

Differentiated Instruction and Gamification Strategies: An Investigation into the Student’s Academic Competence and Performance in Mathematics

Author

Listed:
  • Judelyn M. Fundal

    (Sultan Kudarat State University, Philippines)

  • Rey S. Fuentebilla

    (Sultan Kudarat State University, Philippines)

Abstract

Innovative teaching strategies, such as differentiated instruction and gamification, have gained increasing recognition for their potential to enhance student engagement and improve learning outcomes in mathematics. This study investigated the relationship between teachers’ levels of implementation of these strategies and the academic competence and performance of Grade 9 students at Concepcion National High School. A descriptive-correlational research design was utilized. Data were collected from 120 randomly selected students using validated and pilot-tested instruments, including questionnaires, performance assessments, and academic records, to ensure the reliability and accuracy of the data. To assess the strength of the relationships among variables, Pearson’s r correlation was employed. The study examined the extent to which teachers practiced gamification and differentiated instruction by calculating mean and standard deviation scores. Results revealed that both strategies were consistently and highly implemented. Students’ academic competence and performance were also evaluated using descriptive statistics, showing that both strategies contributed to improved outcomes. Findings showed strong positive correlations between differentiated instruction and both academic competence (r = .701) and performance (r = .702). Similarly, gamification was positively correlated with academic competence (r = .639) and performance (r = .544). These results suggest that teachers who frequently utilized these strategies had students with higher academic achievement and demonstrated competence in mathematics. The study concludes that the effective implementation of differentiated instruction and gamification is strongly associated with enhanced student academic outcomes. Limitations of the study include the relatively small sample size, possible teacher familiarity bias, and limited generalizability. Future research is encouraged to explore longitudinal effects and broader demographic contexts..

Suggested Citation

  • Judelyn M. Fundal & Rey S. Fuentebilla, 2025. "Differentiated Instruction and Gamification Strategies: An Investigation into the Student’s Academic Competence and Performance in Mathematics," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(4), pages 1499-1509, April.
  • Handle: RePEc:bcp:journl:v:9:y:2025:issue-4:p:1499-1509
    as

    Download full text from publisher

    File URL: https://www.rsisinternational.org/journals/ijriss/Digital-Library/volume-9-issue-4/1499-1509.pdf
    Download Restriction: no

    File URL: https://rsisinternational.org/journals/ijriss/articles/differentiated-instruction-and-gamification-strategies-an-investigation-into-the-students-academic-competence-and-performance-in-mathematics/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Arghya Ray & Muskan Jain & Lan Ma & Khalid Hussain Alhamzi & Ananya Ray & Long She, 2024. "The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 29(3), pages 1154-1174, September.
    2. Zhuoyao Cui & Haochen Yang, 2023. "From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms," SAGE Open, , vol. 13(4), pages 21582440231, November.
    3. Lan, Xiaomeng & Song, Baobao, 2025. "The more, the merrier? Investigating the distinct and interaction effects of gamification mechanics in corporate sustainability engagement," Journal of Business Research, Elsevier, vol. 199(C).
    4. Joacim Rosenlund & Miralem Helmefalk & Sofie Stenfelt & Adam Palmquist, 2025. "Levelling up the Recycling Experience: Gamification of Recycling through an Innovative Recycling Station," Circular Economy and Sustainability, Springer, vol. 5(3), pages 1983-2007, June.
    5. Liu, Song & Zhou, Hao, 2025. "Does gamified training improve training performance? A dual-pathway moderated mediation model," Journal of Business Research, Elsevier, vol. 188(C).
    6. Georgina Guillen & Juho Hamari, 2024. "Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators," Simulation & Gaming, , vol. 55(3), pages 366-390, June.
    7. An, Siyang & Cheung, Chi Fai & Willoughby, Kelvin W., 2024. "A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology," Technological Forecasting and Social Change, Elsevier, vol. 205(C).
    8. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    9. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    10. Alexandra Youssofi & Florence Jeannot & Eline Jongmans & Maud Dampérat, 2023. "Designing the digitalized guest experience: A comprehensive framework and research agenda," Post-Print halshs-04316014, HAL.
    11. Abhishek Behl & Brinda Sampat & Sahil Raj, 2025. "An empirical investigation of repeated donations on crowdfunding platforms during COVID-19," Annals of Operations Research, Springer, vol. 348(3), pages 1849-1877, May.
    12. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
    13. Alvin Chung Man Leung & Radhika Santhanam & Ron Chi-Wai Kwok & Wei Thoo Yue, 2023. "Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment," Information Systems Research, INFORMS, vol. 34(1), pages 27-49, March.
    14. Park, Eunil, 2024. "Examining metaverse game platform adoption: Insights from innovation, behavior, and coolness," Technology in Society, Elsevier, vol. 77(C).
    15. Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
    16. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    17. Andreas Schmid & Mareike Schoop, 2022. "Gamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning," Group Decision and Negotiation, Springer, vol. 31(3), pages 649-681, June.
    18. Mohammed Mohammed & Amal Fatemah & Lobna Hassan, 2024. "Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment," Simulation & Gaming, , vol. 55(4), pages 600-636, August.
    19. Hamed Samarghandi & Davood Askarany & Bahareh Banitalebi Dehkordi, 2023. "A Hybrid Method to Predict Human Action Actors in Accounting Information System," JRFM, MDPI, vol. 16(1), pages 1-24, January.
    20. Sattwik Mohanty & Prabu Christopher B, 2023. "A bibliometric analysis of the use of the Gamification Octalysis Framework in training: evidence from Web of Science," Humanities and Social Sciences Communications, Palgrave Macmillan, vol. 10(1), pages 1-14, December.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:bcp:journl:v:9:y:2025:issue-4:p:1499-1509. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Dr. Pawan Verma (email available below). General contact details of provider: https://rsisinternational.org/journals/ijriss/ .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.