Impact of Motivation, Gamification and Learning Style on Students’ Interest in Maths Classes – A Study in 11 High School Grade
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Game elements most frequently implemented were points, leaderboards, and rewards, often through platforms such as Kahoot!.
“Game elements most frequently implemented were points, leaderboards, and rewards, often through platforms such as Kahoot!(Feroz et al., 2020;Stoyanova et al., 2018)”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Stoyanova et al., 2018
Kahoot! did not uniformly enhance intrinsic motivation (Stoyanova et al., 2018).
“Kahoot!not uniformly enhancing intrinsic motivation (Stoyanova et al., 2018)”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Stoyanova et al., 2018
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
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The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
Gamification in Education: Why, Where, When, and How?—A Systematic Review
Zeybek, N., & Saygı, E. (2024) · Games and Culture · doi:10.1177/15554120231158625 · Cited by 172 · see citing works
Chen, M.-F., Chen, Y.-C., Zuo, P.-Y., & Hou, H.-T. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11708-6 · Cited by 65 · see citing works
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026) · Educational Psychology Review · doi:10.1007/s10648-025-10108-1 · Cited by 11 · see citing works
- Authors
- Stoyanova, M., Tuparova, D., & Samardzhiev, K.
- Affiliations
- South-West University "Neofit Rilski" (BG)
- Corresponding author
- Stoyanova, Maya
- Venue
- Advances in Intelligent Systems and Computing
- Publisher
- Springer International Publishing
- Published
- 2018
- Pages
- 133-142
- ISSN
- 2194-5357 (ISSN-L)
- 2194-5365
- OpenAlex
- W2789727919
- Cited by
- 19
- References
- 1
- Citations by year
- 2026: 1 · 2025: 2 · 2024: 4 · 2023: 3 · 2022: 5 · 2021: 1 · 2020: 3
- FWCI
- 3.27
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- Advances in intelligent systems and computing (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Education, Achievement, and Giftedness
- Physical Sciences › Mathematics › Applied Mathematics › Mathematics Education and Pedagogy
- Keywords
- gamification, mathematics learning, student motivation, learning styles, student interest, Kahoot, emotional state, active learning, high school students, academic performance
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