This study investigated the effectiveness of gamification in learning mathematics and science in primary schools in Naples. Fifty students (7-10 years old) were divided into a control group (traditional teaching) and an experimental group (interactive platforms such as Genially and Wordwall). The results showed an improvement in academic performance of 30% in maths and 25% in science in the experimental group. The qualitative analysis also showed a reduction in school anxiety and an increase in confidence and self-esteem, partic-ularly among students with DSA. The study suggests gamification as an inclusive and en-gaging educational approach, despite time constraints and infrastructure challenges.

Gamification in primary school: an effective teaching strategy for student development

Davide Di Palma
;
2025

Abstract

This study investigated the effectiveness of gamification in learning mathematics and science in primary schools in Naples. Fifty students (7-10 years old) were divided into a control group (traditional teaching) and an experimental group (interactive platforms such as Genially and Wordwall). The results showed an improvement in academic performance of 30% in maths and 25% in science in the experimental group. The qualitative analysis also showed a reduction in school anxiety and an increase in confidence and self-esteem, partic-ularly among students with DSA. The study suggests gamification as an inclusive and en-gaging educational approach, despite time constraints and infrastructure challenges.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11591/575845
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