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Gamifying mathematics education through Kahoot: Fostering motivation and achievement in the classroom
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Gamifying mathematics education through
Kahoot: Fostering motivation and achievement
in the classroom
Adeeb M. Jarrah 1 , Yousef Wardat2* , Patricia Fidalgo 1 and Nagla Ali 1
*Correspondence:
Yousef_alwardat@yahoo.com
Higher Colleges of Technology,
Abu Dhabi, United Arab Emirates
Full list of author information is
available at the end of the article
Abstract
This study investigates the usefulness of integrating the Kahoot application as an
instructional tool to boost motivation and academic achievement among 10th-grade
mathematics students in Abu Dhabi Emirate Schools. A sample of 60 10th-grade
students was deliberately selected and randomly assigned to either an experimental
group (30 students) instructed with Kahoot, or a control group (30 students) taught
using traditional methods. A quasi-experimental approach was selected for this
study to investigate a cause-and-effect relationship between the utilization of
Kahoot in mathematical education and its impact on student motivation and
academic achievement. A comprehensive statistical analysis, specifically employing
an independent samples t-test for the motivation scale and a one-way ANCOVA for
academic performance, revealed statistically significant differences favouring the
experimental group. These results signify that Kahoot integration holds promise in
positively influencing motivation and academic achievement for 10th-grade
mathematics students in Abu Dhabi Emirate Schools. This research underscores the
potential of Kahoot as a valuable educational tool, offering insights for educators
and policymakers seeking to enhance student motivation and achievement through
technology-integrated instruction.
Keywords: Academic achievement, Kahoot, Mathematical education, Motivation,
Secondary school students, United Arab Emirates
Introduction
The present era has witnessed remarkable technological advancements that have permeated
all facets of human life, including education (Bhattacharya & Sharma, 2007). Educational
institutions increasingly prioritize integrating technology into learning, guided by
contemporary educational theories. These developments have brought transformative
changes in traditional educational paradigms (Okunlaya et al., 2022).

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Educational technology, encompassing features like active participation and
collaboration, is crucial for skill development and self-confidence in students (Duffys &
Jonassen, 2013; Keane et al., 2014). Integrating technology with traditional teaching
methods enhances enthusiasm and motivation (Akbarjono et al., 2022; Cui, 2022; Muthik
et al., 2022). However, a universal shift to fully technology-driven learning faces resistance
(Mirata et al., 2022). Educators, adopting a flexible approach, blend e-learning with
traditional methods to strike a balance (Atwa et al., 2022; Ebbini, 2023; Setyosari et al.,
2023).
This flexible approach, combining computer technology, the Internet, and traditional
methods, caters to diverse learning styles and promotes student interaction (Rasmitadila et
al., 2023). While e-learning is influential, traditional learning remains primary and
impactful (Udvaros & Forman, 2023). Incorporating e-learning into traditional settings is
a growing trend, enhancing online learning platforms (Khaldi et al., 2023). As Ayu (2020)
emphasized, e-learning enables continuous, flexible learning, which is vital for adapting to
the evolving educational landscape (Mosa et al., 2016). A flexible integration of technology
and tradition optimizes the learning experience, acknowledging the significance of both
approaches (Atwa et al., 2022; Ayu, 2020; Duffys & Jonassen, 2013; Keane et al., 2014;
Khaldi et al., 2023; Mirata et al., 2022; Mosa et al., 2016; Rasmitadila et al., 2023; Udvaros
& Forman, 2023;). One of the ways of introducing digital elements into a non-digital
learning environment to strengthen learning is through gamification. Gamification involves
the application of game dynamics, psychology, and mechanics to non-game situations and
applications, as explained by Rozman and Donath (2019). Incorporating game elements
such as scores, badges, rankings, rewards, and levelling-up into non-game learning
environments characterizes gamification. Gamification has found extensive application in
educational settings, particularly where it naturally aligns with the structure of learning
new skills. The traditional approach to skill acquisition in institutional settings, like schools,
involves progressing in steps and receiving feedback at each stage. Therefore, introducing
gamification into such contexts does not seem inappropriate or awkward, as it complements
the existing learning structure (Koivisto & Hamari, 2019). In education, the
implementation of gamification leads to heightened levels of interest, engagement,
motivation, and the cultivation of students’ critical thinking and multitasking skills
(Janković et al., 2023).
The surge in the use of smart devices has spurred competition among application
developers, with educational apps gaining prominence for their support of the learning
process (Porter & Heppelmann, 2014). These apps assist students in skill development and
acquiring new abilities, enriching their overall learning experience (Bouck & Park, 2020).
Technological advancements have led to various applications, including e-learning
programs like Kahoot! (Saleem et al., 2021). Kahoot offers an interactive and engaging

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learning experience, promoting interaction between students and teachers and among
students (Licorish et al., 2017). Its innovative approach involves posing questions using
symbols and images to capture students’ attention. Kahoot’s competitive ranking system
also motivates students to excel and succeed in educational competitions (Elkhamisy &
Wassef, 2021; Lestari, 2019; Nadeem & Al Falig, 2020; Prieto et al., 2019; Wahyuni et al.,
2021).
The deliberate choice of Kahoot as the central focus of this research stems from a
thorough and thoughtful assessment of available educational technologies. Kahoot stands
out due to its distinctive features and proven effectiveness in enhancing student
engagement and motivation across diverse educational environments. Its interactive, game-
based design has consistently demonstrated a unique ability to capture students’ attention,
transforming learning into a more enjoyable experience. This study seeks to contribute
novel insights by investigating the specific utility of the Kahoot application in elevating
motivation and academic achievement among 10th-grade mathematics students in Abu
Dhabi Emirate Schools.
What sets this research apart from previous studies is a meticulous examination of
Kahoot’s impact on a specific academic cohort in a distinct geographical context. By
focusing on 10th-grade mathematics students in Abu Dhabi Emirate Schools, we aim to
provide targeted and contextually relevant findings. This approach is particularly valuable
in addressing the unique challenges and opportunities within this educational setting.
Consequently, our research aligns with contemporary educational trends and emphasizes
the untapped potential of technology-based tools, such as Kahoot, in significantly
enhancing the overall learning experience.
Purpose of the study
The existing literature highlights a decline in student motivation within mathematics
classes (Chao et al., 2016), prompting educators to intensify efforts to enhance student
engagement and motivation (Star et al., 2014). Both intrinsic and extrinsic motivation
significantly influence student engagement, with intrinsic motivation stemming from
personal enjoyment and accomplishment and extrinsic motivation arising from external
rewards or pressures (Wlodkowski & Ginsberg, 2017). Various internal factors, such as
personal interests, goals, and values, along with external factors, like the learning
environment and teacher dynamics, shape students’ motivation. The ‘Teach Thought
Motivation’ theory underscores the importance of both intrinsic and extrinsic motivation
in students’ educational success (Miller & Cuevas, 2017). Pitsia et al. (2017) identified
several reasons for diminished student motivation, including a lack of interest,
communication skills, shyness, or fear of making errors in mathematics.

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Previous research, exemplified by studies like Omar (2017) and Licorish et al. (2017),
has highlighted the potential of the Kahoot application in enhancing student engagement
and classroom participation. Kahoot facilitates immediate feedback and encourages active
participation, fostering enthusiasm and student discussions. Given the intricate nature of
motivational factors and their potential interconnections, there is a pressing need for a
comprehensive investigation to elucidate their impact on academic accomplishments.
Therefore, this study aims to assess the effectiveness of Kahoot in enhancing motivation
and academic achievement among 10th-grade mathematics students. Through an in-depth
analysis of Kahoot’s impact on motivation and academic achievement, the research
addresses diminishing motivation and enhances the overall classroom environment.
The study holds theoretical significance by contributing to the existing literature on
e-learning and emphasizing the potential of the Kahoot application in enhancing student
motivation and academic achievement. Additionally, it presents a model for effectively
utilizing Kahoot in educational settings (Alawadhi & Abu-Ayyash, 2021; Minton & Bligh,
2021). As the first study within the UAE Ministry of Education, it adds valuable expertise
to the region’s educational technology and e-learning field. From a practical perspective,
the study advocates for integrating modern technological applications like Kahoot into
education, emphasizing their role as effective teaching tools to increase motivation,
improve academic achievement, and enhance classroom participation. The findings can
potentially influence educational practices in Abu Dhabi Emirate schools and beyond,
guiding educators in utilizing technology to promote student engagement and learning
success.
Research questions
The following research questions guided the investigation, providing a clear framework for
the study’s objectives and outcomes:
1.
What is the influence of utilizing the Kahoot application on enhancing the
motivation of 10th-grade students in mathematics within Abu Dhabi Emirate schools?
2.
How does integrating the Kahoot application enhance academic achievement in
mathematics among 10th-grade students within the Emirate of Abu Dhabi?
Literature review
Gamification and Kahoot as educational tools
Research into gamification in education has predominantly focused on university and high
school students, uncovering heightened levels of interest, engagement, motivation, and the
advancement of critical thinking and multitasking skills (Ding et al., 2018; Muntean, 2011).
The integration of gamification enhances the educational experience by promoting active

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student involvement, fostering interactive learning, and encouraging students to showcase
and expand their knowledge (Göksün & Gürsoy, 2019; Hamari et al., 2016; Lopez &
Tucker, 2019). Moreover, gamification injects an enjoyable element through collaborative
efforts, motivating students to accumulate points, advance on leaderboards, and earn
rewards while simultaneously allowing teachers to monitor, evaluate, and promptly
provide feedback on student performance and accomplishments (Zainuddin, 2019).
Christians (2018) define gamification as the process of incorporating elements of games
into tasks or activities to increase motivation and participation. Whether applied in
educational settings or business scenarios, gamification is a strategy to prompt desired
behaviours. By tapping into our competitive nature and the drive for success, gamification
introduces elements of competition and achievable milestones. The literature mentions
various design elements from games that can be incorporated into educational settings.
Traditional and video games typically exhibit specific rules and objectives (Smith-Robbins,
2011). In gamified learning interventions, these rules structure the learning activities,
establishing clear boundaries on learners’ actions and distinguishing them from free-form
learning activities like essays or presentations. Games introduce reward systems where
individuals receive recognition, such as badges or prizes, for achieving goals or
overcoming obstacles (Glover, 2013). Though not directly linked to the goal, these rewards
signal competence attained and guide progress tracking, outlining advancement through a
series of intermediate goals.
Gamification is often appealing to learners because it enhances the engagement of the
learning process. However, individual attitudes towards gamified elements can differ based
on personal experiences and educational objectives. Some individuals may find these
elements motivating, while others perceive them as distractions. The educators’ decision
to integrate gamification is influenced by perceptions of its effectiveness, ease of use, and
the resources needed for implementation. While some educators see gamification as a
powerful tool for improving student engagement, others may be hesitant due to concerns
about resource allocation and its overall effectiveness (Christopoulos & Mystakidis, 2023).
A widely employed method to transform content review into a game involves utilizing
immediate response quizzes, a strategy known to boost student participation and classroom
engagement. Technology integration has streamlined the utilization of quizzes in the
classroom, mainly through student-response systems, facilitating the seamless and rapid
implementation of instant polling (Grinias, 2017). In educational games, quizzes are
commonly incorporated, allowing students to test their knowledge on specific subjects.
When designed to present correct answers after responses, these quizzes can effectively
teach new factual and conceptual knowledge without additional learning materials. In the
context of games, these quizzes may not directly relate to gameplay but serve as a
rewarding mechanism for answering questions (Jičínská et al., 2021).

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Kahoot is recognized as an educational program that effectively motivates students by
transitioning them into an enthusiastic, competitive, and enjoyable learning environment
(Wang & Tahir, 2020). Experts widely acknowledge Kahoot as a leading example of
gamification principles in education, utilizing game elements to engage students in
academic tasks within a competitive framework. Kahoot integrates technology with the
physical classroom, enabling real-time interaction and collaborative learning (AlAli et al.,
2023).
Kahoot offers versatile resources and tools for educators to deliver electronic information
and study materials, facilitating electronic communication and collaboration among
students across different age groups (Aliyu et al., 2022). It encourages creative teaching by
incorporating multimedia elements like images and videos, breaking down time and space
constraints.
Studies have demonstrated Kahoot’s effectiveness as a pre-assessment tool to evaluate
students’ comprehension before instruction (Arif et al., 2019). Kahoot’s game-based
approach centres on student responses, fostering active participation and progress tracking.
It effectively supports direct and indirect learning (Licorish et al., 2018). A study by Wang
and Lieberoth (2016) reports on an experiment investigating the impact of incorporating
audio and points in the game-based learning platform Kahoot! during a software
engineering lecture. Results revealed statistically significant differences in attitudes
towards variations of audio and points, particularly in concentration, engagement,
enjoyment, and motivation.
In the context of mathematics education, Tokac et al. (2019) explored Kahoot’s impact
on students’ perceptions of technology acceptance. Their research indicated significant
differences associated with Kahoot’s use in education, suggesting the need for further
investigations into instructional methods and learning outcomes.
Geesa et al. (2019) investigated electronic games, including Kahoot, for English language
development among 1st-grade students. Their study favoured the experimental group,
recommending integrating electronic games into curriculum design and providing guidance
for educators.
Finally, Zhang and Wang (2020) researched Kahoot’s impact on academic achievement
and attitudes towards Hadith among secondary students. Their findings emphasized the
benefits of Kahoot in education and recommended its utilization across different
educational stages. These studies illustrate Kahoot’s positive influence on motivation,
engagement, and academic achievement in various educational contexts.
Student motivation
Motivation in the context of learning is a fundamental prerequisite for the success of the
educational process. It plays a pivotal role in driving students to excel and enhance their

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engagement level. According to Sirhan et al. (2015), motivation is an internal state arising
from various factors, including interior elements like attitudes and external factors like
reinforcement. These factors collectively generate specific individual behaviours and
channel these behaviours towards reducing the motivation gap (Akinoso, 2023).
Motivation signifies a state that individuals experience that activates their behaviours and
directs them towards the knowledge they seek. This is accomplished by executing
behaviours that lead to the desired learning outcomes, as noted by Bishara (2023).
Furthermore, Rubach and Bonanati (2023) characterize motivation as an internal
sensation indicating a need that propels individuals towards specific objectives. Notably,
motivation often remains subtle and can be inferred from outward achievements. Among
the significant motives tied to the educational realm are the incentives for achievement,
exploration, competition, and the need for recognition.
Motivation is essential for educational success, intensifying effort, boosting learners’
resilience, and enhancing their capacity to assimilate information. This enhancement in
achievement extends to classroom dynamics, where positive interactions and academic
achievements thrive (Hettinger et al., 2023).
According to Chen et al. (2023), motivation pertains to internal conditions guiding
individuals towards fulfilling specific psychological or physiological needs. These needs
highlight imbalances or deficiencies in an individual’s state, causing stress and prompting
the individual to seek equilibrium.
Motivation fosters students’ perception that learning leverages their abilities and is an
internal driving force directing their behaviour. It urges students to pursue what they
perceive as essential and valuable, propelling them towards more remarkable academic
achievements (Rach, 2023). Additionally, certain principles can enhance students’
motivation. These include guiding their interests through verbal means and stimuli that
appeal to their senses or initiating lessons with captivating stories or incidents closely
related to the subject matter. This approach is pivotal for the success of any educational
context as it captivates students’ attention before embarking on the learning journey. When
motivation levels are low, the response to learning is diminished. Conversely, when
educational methods and activities elevate motivation, students become inspired and
channel their energy towards their educational goals (Hofer et al., 2023).
As Casinillo (2023) emphasized, motivation serves multiple functions, the most crucial
of which is steering behaviour towards goals and intensifying students’ efforts and energy
dedicated to achieving these objectives. Motivated students are committed to better
academic achievement, influencing how they process information. High motivation
increases attentiveness in class, resulting in greater knowledge absorption. Moreover,
motivation enhances perseverance and activity levels, stimulating a desire to persist even
when faced with challenging tasks, intensifying efforts, and energy expenditure towards

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goal attainment. It also plays a role in reinforcing learning outcomes, as students who are
highly motivated to excel academically take pride in their accomplishments when they
achieve high marks.
Wang (2015) highlighted Kahoot’s role in fostering dynamic, play-based classrooms that
enhance student engagement and motivation. The program introduces competition through
technology, offering advantages such as ease of use and multimedia integration. Kahoot’s
competition structure reinforces motivation, participation and engagement. Licorish et al.’s
(2017) study revealed that Kahoot effectively motivates students, fostering engagement
and encouraging classroom interaction. The motivation stems from the desire to excel in
Kahoot activities, prompting students to be attentive and actively participate with the
lecturer, peers, and lecture content. Additionally, Kahoot instigates a sense of competition,
driving students to aim for the top of the leaderboard, resulting in increased attentiveness
during lectures and related discussions (Licorish et al., 2017).
Academic achievement
Academic achievement has garnered significant attention within the educational system
due to its profound impact on student achievement. The educational level is often
quantified as the cumulative grades a student attains in each subject, which is a topic of
particular interest. Academic researchers have conducted numerous studies to measure
achievement in the educational process.
According to Lynch et al. (2023), academic achievement is the extent of knowledge and
information a learner has absorbed, encompassing concepts, knowledge, and facts typically
measured through assessments. It also indicates a student’s success in a particular subject
and may involve estimated grades based on school examinations (Hammadi et al., 2023).
Children’s academic achievement is a critical factor in their overall development since
proficiency in reading and mathematics has far-reaching consequences. These skills impact
various aspects of life, including educational success, job performance, physical and
mental well-being, and even life expectancy. Over the past few decades, extensive research
has been conducted to investigate the factors influencing academic achievement, aiming to
identify ways to incorporate these factors into interventions and teaching methods to
enhance academic achievement and address learning challenges (Peng & Kievit, 2020).
Several factors contribute to academic achievement, such as self-efficacy beliefs and
engagement. According to Ozkal (2019), self-efficacy beliefs in mathematics secondary
school students strongly predict positive mathematical achievement. This suggests that
students with higher confidence in their mathematical abilities tend to perform better.
Conversely, students who experience boredom, anxiety, and show disinterest or
disruptive behaviors in mathematics classes tend to have lower mathematical achievement.
Both behavioural and emotional engagement were found to have a positive and significant

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impact on academic achievement. Providing teachers and teacher candidates with effective
teaching methods and techniques to cultivate positive learning experiences and emotions
among students can help prevent disengagement in mathematics classes (Ozkal, 2019).
Several studies (Göksün & Gürsoy, 2019; Halim et al., 2020; Lee et al., 2019) have
indicated that Kahoot can positively influence student achievement, engagement,
enthusiasm for learning, and competitiveness. Kahoot can help enhance concentration,
increase class enjoyment, raise awareness of students’ knowledge levels, improve
understanding of taught concepts, and generally enhance the learning process. In the latest
study by Janković and Lambić (2022), the results demonstrated that students from the
Kahoot experimental group outperformed those in the traditional group with conventional
teaching. Furthermore, pupils in the Kahoot group exhibited a superior understanding of
science content compared to those in the Quizizz group, although the difference was not
statistically significant. Implementing gamification activities through Kahoot enhances
learning by fostering a deeper conceptual understanding and improving retention (Janković
et al., 2023). Kahoot positively impacts students’ knowledge and the practical application
of learned concepts in real-life situations. According to Janković et al. (2023), Kahoot
demonstrates significantly greater effectiveness in tasks requiring reasoning, such as
problem-solving in similar situations, likely attributed to its ability to sustain student
concentration throughout the lesson.
Methodology
Research design
A quasi-experimental design was employed to fulfil the study’s objectives, aiming to
establish a causal relationship between the use of Kahoot in mathematical education and
student motivation and academic achievement. The study comprised an experimental group
employing the Kahoot application and a control group adhering to traditional teaching
methods.
Participants
Sixty students participated in the research, comprising 30 students in the two classes
selected from the 10th grade within international schools under the Directorate of
Education in Abu Dhabi, UAE. The selection criteria prioritized schools with access to
advanced technological resources and established remote learning programs. One class,
consisting of 30 students, was designated as the experimental group, where Kahoot was
utilized to teach the fourth unit of Mathematics during the second semester of the
2019/2020 academic year. Meanwhile, the second class, also comprising 30 students,
served as the control group and received instruction for the same Mathematics unit using

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Table 1 The results of checking the equivalence of the control and experimental groups before
applying the experiment
Tool
Group
n
Mean
S.D.
T
n-1
p
Test
Experimental
30
11.43
5.67
0.538
58
0.593
Control
30
12.30
6.77
0.538
58
0.593
Motivation scale Experimental
30
2.08
0.56
1.639
58
0.107
Control
30
1.87
0.41
1.639
58
0.107
traditional teaching methods. Before initiating the experiment, the researchers assessed the
equivalence of the control and experimental groups using the Independent Sample t-test.
The results of this assessment are presented in Table 1, along with corresponding analysis
outcomes.
The analysis results indicate no statistically significant differences between the two
groups’ pre-test scores on the achievement and motivation scales. This finding suggests
that, before the intervention, the experimental group (using the Kahoot application) and the
control group (employing traditional learning methods) demonstrated similar baseline
academic achievement and motivation levels.
Achieving equivalence in pre-test scores holds vital importance in experimental studies.
This equivalence ensures that any subsequent differences observed in the post-test scores
can be confidently attributed to the intervention – in this case, the utilization of the Kahoot
application – rather than pre-existing distinctions between the groups. By establishing
similarity in pre-test scores, the study can proceed with greater confidence in attributing
any observed changes in post-test scores to the Kahoot application’s impact on motivation
and academic achievement.
Research procedure
Experimental Group Treatment: In the experimental group, students received instruction
utilizing the Kahoot application, facilitating interactive learning through quizzes and games.
Specifically, the Kahoot quizzes were designed to align with the mathematical concepts
covered in the curriculum’s chosen unit. During instructional sessions, students engaged in
real-time participation by accessing the Kahoot platform via their electronic devices, such
as smartphones or tablets. The quizzes incorporated various question formats, including
multiple-choice, true/false, and short-answer questions, to cater to diverse learning styles
and foster active participation. Feedback mechanisms within the Kahoot application
allowed students to receive immediate responses and reinforcement, enhancing their
engagement and motivation levels. Moreover, instructors utilized the platform’s analytics
features to track students’ progress and identify areas for remediation or further
reinforcement.

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Control Group Treatment: In contrast, the control group received traditional instruction,
typically involving teacher-led lectures, textbook readings, and written assignments. The
content delivery in the control group adhered to conventional teaching methods commonly
practised in classroom settings. Teachers presented the mathematical concepts through
verbal explanations, visual aids, and examples, followed by guided practice and
independent study assignments. While traditional methods may vary in implementation,
they generally rely on direct instruction and passive learning experiences, with limited
opportunities for interactive engagement and immediate feedback.
Implementation of Kahoot Quizzes: The Kahoot quizzes were tailored to complement the
content covered in the mathematics curriculum for the 10th grade. Each quiz consisted of
questions designed to assess students’ understanding of key mathematical concepts,
problem-solving skills, and critical thinking abilities. The quizzes were structured to align
with the learning objectives outlined in the curriculum, ensuring coherence and relevance
to classroom instruction. Additionally, the quizzes were administered during dedicated
instructional sessions, with instructors facilitating the process and providing guidance as
needed. Students participated in the quizzes using their electronic devices, with instructors
overseeing the administration and monitoring student progress.
Analysis and Monitoring: Throughout the intervention period, both the experimental and
control groups were monitored closely to track their progress and engagement levels.
Instructors collected data on students’ performance, participation rates, and response
patterns during instructional sessions. Regular assessments were administered to measure
students’ academic achievement and motivational levels, including pre-tests and post-tests.
The data collected were subsequently analyzed using statistical methods to evaluate the
effectiveness of the intervention and its impact on students’ learning outcomes.
As well normality assumption assessed quantitatively based on Shapiro-Wilk (SW) test
for normality Table 2.
Study tools
To achieve the primary objective of assessing the usefulness of the Kahoot application in
improving motivation and academic achievement among 10th-grade mathematics students
Table 2 Normality test
Kolmogorov-Smirnov
Shapiro-Wilk
Statistic df
Sig.
Statistic df
Sig.
Pre-test for control group 1
0.166
29
0.093
0.832
29
0.144
Post-test for control group 1
0.137
29
0.166
0.855
29
0.265
Pre-test for experimental group 2 0.178
29
0.094
0.866
29
0.153
Post-test for experimental group 2 0.143
29
0.204
0.887
29
0.360

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in Abu Dhabi Emirate Schools, the researchers developed the motivation scale and
achievement test as follows:
Motivation scale
The researchers examined two essential measurement tools: the Learning Motivation Scale
adapted from López-Fernández et al. (2020) and the Achievement Scale based on He’s
(2000) framework. These scales were thoughtfully incorporated into the study, each
comprising 20 items assessed on a five-point Likert scale. Careful attention was given to
tailoring these items to the specific subject matter and age group under investigation.
After a rigorous evaluation by external experts, specific item wordings were refined and
improved, resulting in the final versions of the scales, each retaining its original 20-item
format (see Appendix 1).
Motivation scale validity
The validity of the scale was established through a comprehensive process. Initially, the
20-item scale was reviewed by a panel of 11 external experts, who assessed its suitability
for measuring student motivation regarding appropriateness, clarity, and alignment with
the student’s grade level. Reviewers’ feedback was incorporated with an 80% agreement
criterion, leading to adjustments such as rephrasing and item reordering, while no items
were removed.
The final version of the 20-item scale, as outlined in Appendix 1, was utilized.
Additionally, the study assessed the internal consistency of the scale’s items and computed
correlation coefficients among the items and the overall scale, with detailed findings
presented in the study.
The results presented in Table 3 demonstrate robust and statistically significant
correlation coefficients, with a significance level (αあるふぁ) set at 0.5. This outcome further
affirms the internal consistency and validity of the motivation scale’s items.
Table 3 The correlation coefficient between achievement on the items and overall motivation score
Items
R
Sig.
Items
R
Sig.
1
*0.90
*
11
*0.83
*
2
*0.88
*
12
*0.73
*
3
*0.85
*
13
*0.91
*
4
*0.74
*
14
*0.82
*
5
*0.92
*
15
*0.82
*
6
*0.50
*
16
*0.89
*
7
*0.95
*
17
*0.84
*
8
*0.89
*
18
*0.82
*
9
*0.89
*
19
*0.74
*
10
*0.88
*
20
*0.90
*
* Statistically significant at (αあるふぁ = 0.5)

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Table 4 Motivation scale reliability
Tool
Cronbach alpha
Split Half Correlation
Motivation scale
0.98
0.95
Motivation scale reliability
The researchers computed Cronbach’s alpha and the split-half reliability coefficient to
assess the accuracy and reliability of the study tool, namely the motivation scale. The
results of this analysis are presented in Table 4.
It is worth highlighting that all the reliability coefficient values were exceptionally high,
which underscores the precision and appropriateness of the tool for fulfilling the study’s
objectives.
Mathematics achievement test
To gauge the achievement of the 10th-grade Mathematics unit’s objectives, a 30-item
achievement test was meticulously developed by following a systematic process:
1. Defining General Objectives: The study was initiated by setting the overarching
objective for the fourth unit in the 10th-grade Mathematics curriculum.
2. Content Analysis: A comprehensive analysis of the unit’s content followed to ensure
alignment.
3. Educational Outcomes Identification: Clear educational outcomes were defined and
aligned with the general objective.
4. Specification Table: A specification table detailing question types and content
distribution was crafted.
5. Question Levels and Quantities: Question difficulty levels and quantities were
determined based on the specification table.
6. Item Generation: Questions were created in line with the specified educational
outcomes and difficulty levels.
7. Test Instructions and Scoring: The test instructions and maximum achievable score
were established for clarity.
Validity
To ensure test validity, an initial version of the test, including the specification table and
behavioural objectives, was scrutinized by 13 external experts. They assessed alignment
with educational goals, linguistic clarity, and grade-level suitability. Feedback from these
experts led to refinements in certain test items.

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Reliability
The achievement test’s reliability was evaluated through two methods. Firstly, a separate
sample of 13 students was employed. Reliability was assessed using:
• Internal Consistency Method (KR-20): This method gauged internal consistency
among test items, employing the KR-20 equation.
• Test-Retest Method: The same group of students took the test and then retook it after
a two-week interval. Test-retest reliability was measured using the Cronbach alpha
coefficient.
Furthermore, the study tool’s correlational validity was examined by calculating the
correlation coefficient between student scores on the test and their scores evaluated by the
teacher in the respective field.
Reliability coefficients, including Cronbach’s alpha, the Cooder-Richardson-20
coefficient, and the test-retest reliability coefficient, are displayed in Table 5.
It’s crucial to note that all the coefficient values about validity and reliability were
remarkably high, emphasizing the study tool’s validity, precision, and appropriateness in
fulfilling its objectives. The elevated coefficient of collative validity indicates a robust
interrelationship among the items within the motivation scale, effectively capturing the
intended construct, which, in this context, is motivation.
Furthermore, the high-reliability coefficients, including Cronbach’s alpha, affirm that the
motivation scale consistently exhibits internal consistency, with its items reliably
measuring the same underlying construct. This underscores the scale’s reliability and
ability to assess motivation levels among 10th-grade students accurately. Additionally, the
achievement test underwent assessments for difficulty and discrimination coefficients, as
elaborated in Table 6.
Table 6 offers a comprehensive overview of the achievement test items, presenting a
spectrum of difficulty coefficients ranging from 0.31 to 0.69 and discrimination
coefficients from 0.20 to 0.82. The researchers, following the criteria initially suggested by
Botes et al. (2020) and later refined by He (2020), based their decisions on the following
principles:
1. Items featuring negative discrimination coefficients were eliminated as they did not
contribute to the test’s validity.
2. Items displaying discrimination coefficients between 0 and 0.19 were considered
inadequately discriminatory and were recommended for removal.
Table 5 Reliability coefficients
Authenticity coefficient Calculated Reliability factor
Compulsory
The Cronbach alpha
reliability coefficient
Codder-Richardson
reliability coefficient 20-
Half-partition
reliability coefficient
0.94
0.95
0.95
0.86

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Table 6 Difficulty and discrimination coefficients for achievement test items
Items
Difficulty coefficient
Discrimination coefficient
1.
0.54
0.8
2.
0.46
0.2
3.
0.69
0.71
4.
0.46
0.46
5.
0.31
0.46
6.
0.46
0.36
7.
0.62
0.82
8.
0.62
0.66
9.
0.31
0.71
10.
0.54
0.8
11.
0.46
0.2
12.
0.69
0.71
13.
0.46
0.46
14.
0.31
0.46
15.
0.38
0.59
16.
0.62
0.82
17.
0.46
0.73
18.
0.31
0.71
19.
0.69
0.69
20.
0.62
0.66
21.
0.62
0.75
22.
0.54
0.57
23.
0.62
0.8
24.
0.31
0.36
25.
0.62
0.8
26.
0.54
0.68
27.
0.62
0.82
28.
0.62
0.53
29.
0.31
0.4
30.
0.38
0.34
3. Items showcasing discrimination coefficients ranging from 0.19 to 0.39 were
considered acceptable but required enhancements to bolster their discriminatory
usefulness.
4. Items demonstrating discrimination coefficients surpassing 0.39 were deemed robust
and retained within the test.
5. All items with difficulty coefficients falling within the 0.30 to 0.80 range were
considered acceptable and retained in the test.
Given these criteria, all 30 achievement test items were deemed appropriate and retained
for integration into the study.
Regarding the experimental group, a lesson plan was designed to align with the specified
teaching objectives in the fourth unit of the 10th-grade Mathematics textbook during the
second semester of the 2019/2020 academic year. This comprehensive plan integrated the
Kahoot application into the teaching process and encompassed two lessons, encompassing
the following key components:
1. Clearly defined learning outcomes for each lesson.

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2. Identification and citation of sources employed during the teaching procedures.
3. Detailed teaching procedures, accompanied by descriptions of the activities utilized
throughout the teaching process.
4. Supplementary worksheets related to the lesson content.
By integrating the Kahoot application into the lesson plan, the researchers aimed to
cultivate an engaging and interactive learning environment designed to augment student
motivation and enhance academic achievement in mathematics.
Data analysis
In this study, a variety of statistical methods were employed to address the research
questions. Specifically, to evaluate the usefulness of the Kahoot application in boosting
motivation (the first research question), the study calculated the mean and standard
deviation for motivation scale scores. Subsequently, one-way ANCOVA (analysis of
covariance) was conducted, with the pre-test motivation scores serving as the covariate.
This analysis aimed to determine if statistically significant differences existed in the
motivation levels of 10th-grade mathematics students between the experimental and
control groups after controlling for pre-existing differences in motivation.
For the second research question, which explored the Kahoot application’s impact on
academic achievement, the study computed the mean and standard deviation for
achievement test scores. One-way ANCOVA (analysis of covariance) was then utilized,
with pre-test achievement scores serving as the covariate. This analysis aimed to detect
significant differences in the academic achievement of 10th-grade mathematics students
between the experimental and control groups after accounting for pre-existing differences
in achievement levels.
Pearson’s correlation coefficient was employed to ensure the validity and internal
consistency of the Motivation scale. This measure assessed how well the items within the
scale were related to each other, thereby establishing the scale’s validity.
The study assessed the reliability of the motivation scale using Cronbach’s alpha
coefficient, which indicates the scale’s internal consistency and stability. Also, the Kuder-
Richardson equation (KR20) and the fractionation coefficient measured the reliability of
the motivation scale through test application and reapplication.
Through these statistical analyses, the study aimed to evaluate the usefulness of the
Kahoot application in enhancing motivation and academic achievement among 10th-grade
mathematics students in Abu Dhabi Emirate Schools.

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Results
First research question
The study’s analysis focused on addressing the first research question, which explores the
impact of the Kahoot application on the motivation of 10th-grade mathematics students in
Abu Dhabi Emirate Schools. To evaluate the post-application data, the study calculated the
mean and standard deviations, and the resulting analysis results are detailed in Table 7.
The provided information highlights noticeable disparities in the mean scores of the
motivation scale between 10th-grade students who utilized the Kahoot application
(experimental group) and those who followed conventional teaching methods (control
group) in the subject of Mathematics. Specifically, the experimental group (Kahoot users)
achieved a higher mean score of 3.21 on the motivation scale, whereas the control group
(traditional learning users) attained a lower mean score of 2.00.
To assess whether these observed variations in mean scores carry statistical significance
at the predetermined significance level αあるふぁ = 0.05, a suitable statistical test, such as an
independent samples t-test, may have been employed. The t-test compares the means of
two distinct groups, determining whether a substantial difference exists between them. The
pivotal determinant of the statistical significance of these mean differences hinges on the
p-value derived from the t-test. This p-value indicates whether the observed disparities in
means hold statistical significance or could have arisen by random chance. In cases where
the p-value falls below the chosen significance level (αあるふぁ = 0.05), it signifies that the
differences in means are statistically significant. Conversely, if the p-value surpasses
αあるふぁ = 0.05, the differences are considered statistically insignificant, and the differences are
considered statistically negligible if the p-value exceeds αあるふぁ = 0.05.
The outcomes of the one-way ANCOVA (analysis of covariance) on the motivation scale
are in Table 8. Notably, a difference in dimensional achievement on the Motivation
measure emerges between the two groups. This is underscored by the remarkably low
p-value of 0.00 at the significance level of αあるふぁ = 0.05. This statistical significance strongly
favours the experimental group, where the average achievement score stands at 3.21,
significantly surpassing the control group’s average achievement score of 2.00.
Furthermore, the effect of utilizing Kahoot was gauged using eta square (ηいーた²), resulting in
a value of 0.336. This signifies that approximately 34% of the observed increase in
Table 7 Post-achievement motivation scale
Groups
n
Mean
SD
Adjusted mean
Control
30
3.21
1.04
3.22
Experimental
30
2.00
0.65
1.99

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Table 8 One-way ANCOVA (analysis of covariance) on the motivation scale
Source
Sum squares df
Mean square
F
Sig.
Partial eta square
Pre-test
0.319
1
0.319
0.417
0.521
Group
22.092
1
22.092
28.871
*0.000
0.336
Error
43.617
57
0.765
Total
65.897
59
motivation among students in the experimental group can be attributed to using the Kahoot
application.
The substantial effect size and the significant difference highlight the positive impact of
integrating Kahoot into the learning process on students’ motivation levels. The
application’s interactive and competitive nature and engaging learning approach
effectively cultivate students’ enthusiasm and interest in mathematics. These findings
underscore the significance of embracing modern educational technologies like Kahoot to
establish dynamic and stimulating learning environments. By harnessing technology to
elevate student motivation, educators can cultivate a more productive and enjoyable
learning experience, ultimately leading to enhanced academic achievements.
Second research question
The outcomes of the second research question, which centres on assessing the usefulness
of the Kahoot application in enhancing the academic achievement of 10th-grade students
in mathematics within Abu Dhabi Emirate Schools, were subjected to rigorous statistical
analysis. The mean values and standard deviations for the post-application dataset were
computed, and the ensuing analytical findings are presented in Table 9.
The analysis outcomes reveal noticeable student achievement disparities across the two
groups. To ascertain the statistical significance of these distinctions, with a significance
level set at αあるふぁ = 0.05, a one-way ANCOVA (analysis of covariance) was implemented, as
shown in Table 10.
Table 9 Post-achievement of the achievement test
Group
Sample size
Mean
SD
Adjusted mean
Experimental
30
28.73
1.05
28.77
Control
30
18.93
4.05
18.90
Table 10 One-way ANCOVA (analysis of covariance) for 10th-grade mathematics achievement test
by teaching strategy
Source
Sum squares df
Mean square F
Sig.
Partial eta square
Pre-test
16.824
1
16.824
1.953 0.168
Teaching strategies 1455.410
1
1455.410
168.989 0.00*
0.748
Error
490.909
57
8.612
Total
1948.333
59

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The outcomes presented in Table 10 signify substantial statistically significant
distinctions at a significance level of αあるふぁ = 0.05 concerning the achievement of 10th-grade
students in mathematics on the post-achievement test based on the teaching strategy
employed. This is evident from the calculated value (q) of 168.989, which yields a
significance level of 0.00, firmly establishing the statistical significance at αあるふぁ = 0.05. These
differences favour the experimental group that utilized Kahoot, with an average
achievement score of 28.73, significantly surpassing the control group’s mean score of
18.93.
To gauge Kahoot’s impact on mathematics test scores, an eta square (ηいーた²) was computed,
resulting in a value of 0.748. This signifies that a substantial 75% of the improvement in
students’ achievement in the experimental group on the post-achievement test can be
attributed to the utilization of Kahoot.
Discussion
This study sought to explore the impact of the Kahoot application on the motivation and
academic achievement of 10th-grade students in mathematics within Abu Dhabi Emirate
schools. The study involved 1,119 10th-grade students from Abu Dhabi Emirate Schools,
with an experimental group using Kahoot and a control group receiving traditional teaching
methods. The researchers purposefully selected classes with access to advanced
technological resources and remote learning programs. This research provides valuable
insights into the potential benefits of integrating technology into the educational process.
Influence on motivation
The findings on the first research question regarding the influence of the Kahoot
application on student motivation are noteworthy. The analysis revealed substantial
disparities in the mean scores of the motivation scale between two distinct groups: the
experimental group that utilized Kahoot and the control group that followed traditional
teaching methods in mathematics. Notably, the experimental group of Kahoot users
achieved a significantly higher mean score of 3.21 on the motivation scale than the control
group’s lower mean score of 2.00.
These results are supported by the outcomes of the one-way ANCOVA (analysis of
covariance) on the motivation scale, which showed a statistically significant difference in
achievement between the two groups. The low p-value of 0.00 at the significance level of
αあるふぁ = 0.05 strongly favoured the experimental group. Furthermore, the effect size (ηいーた²) of
0.336 indicated that approximately 34% of the observed increase in motivation among
students in the experimental group could be attributed to using the Kahoot application.
The substantial effect size and significant differences underscore the positive impact of
integrating Kahoot into the learning process on students’ motivation levels. The interactive

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and competitive nature of Kahoot, coupled with its engaging learning approach, effectively
cultivates students’ enthusiasm and interest in mathematics. The influence of Kahoot on
student motivation in this study aligns with the findings of Wang (2015) and Licorish et al.
(2017). Both studies indicated that Kahoot is an effective motivator, as students are driven
by the aspiration to perform well in Kahoot activities, leading to increased attentiveness
and active participation with the lecturer, peers, and lecture content.
The study findings highlight the importance of embracing modern educational
technologies like Kahoot to establish dynamic and stimulating learning environments. By
leveraging technology to enhance student motivation, educators can foster a more
productive and enjoyable learning experience, ultimately leading to improved academic
achievements.
Contribution to academic achievement
Addressing the second research question regarding the contribution of the Kahoot
application to academic achievement, the results are equally compelling. The analysis
revealed notable achievement disparities between the two groups, with the experimental
group that utilized Kahoot achieving a significantly higher mean score of 28.73 on the post-
achievement test compared to the control group’s mean score of 18.93.
The outcomes of one-way ANCOVA (analysis of covariance) on the post-achievement
test scores further reinforced these findings. The computed value (q) of 168.989 yielded a
significance level of 0.00 at αあるふぁ = 0.05, firmly establishing the statistical significance of the
differences in achievement between the two groups. The effect size (ηいーた²) of 0.748 indicated
that a substantial 75% improvement in the performance achievement of students in the
experimental group on the post-achievement test can be linked to the use of Kahoot.
These findings mirror those discovered by Göksün & Gürsoy (2019), Halim et al. (2020),
Janković and Lambić (2022), and Lee et al. (2019), who have observed that the use of
Kahoot positively impacts student achievement by promoting a deeper conceptual
understanding and enhancing retention. The competitive structure of Kahoot further
strengthens motivation, participation, and engagement.
The results of this study suggest that the Kahoot application has a profound positive effect
on academic achievement in mathematics. The engaging and interactive nature of Kahoot,
coupled with its real-time feedback and competitive elements, appears to be a potent
combination in enhancing student achievement and fostering a deeper connection with the
subject matter and the learning process.
Conclusion
This study delved into the impact of the Kahoot application on the motivation and academic
achievement of 10th-grade students in mathematics at Abu Dhabi Emirate Schools,

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shedding light on the potential benefits of integrating this modern educational technology
into traditional classroom settings. Regarding motivation, the results unequivocally
demonstrated that students in the experimental group who engaged with Kahoot exhibited
significantly higher motivation scores than their peers in the control group. The interactive
and competitive nature of Kahoot was instrumental in igniting interest and enthusiasm
among students. The application’s ability to actively engage learners and foster a
stimulating educational environment contributed to this notable increase in motivation
levels.
In terms of academic achievement, the findings were equally compelling. In the post-
achievement test, students in the experimental group outperformed their counterparts in the
control group. Kahoot’s playful learning approach and emphasis on healthy competition
facilitated deeper comprehension and a more enjoyable learning experience. Students were
motivated and driven to excel academically, resulting in improved academic achievement.
In light of these compelling findings, it is evident that the Kahoot application has a positive
and transformative impact on both student motivation and academic achievement in
mathematics. This study strongly recommends the integration of Kahoot into the teaching
practices of mathematics educators, recognizing it as a valuable tool to enhance student
engagement and overall learning outcomes.
Furthermore, considering the significance and novelty of this study within the Abu Dhabi
Emirate Schools, it encourages educators and policymakers to embrace modern educational
technologies, like Kahoot, to create dynamic and interactive learning environments.
Providing training courses for teachers on effectively utilizing Kahoot in the classroom is
advised to optimize its impact on student motivation and academic achievement.
While this study has shed invaluable light on the positive effects of Kahoot in a specific
context, it also serves as a springboard for future research. Exploring the application’s
usefulness in other subjects and grade levels and its impact on diverse student populations
can offer deeper insights into tailoring educational strategies to individual learning needs.
In conclusion, the findings of this study underscore the potential of the Kahoot
application as an effective tool to boost motivation and academic achievement in
mathematics among 10th-grade students. Embracing technological advancements in
education aligns with the evolving needs of modern education and paves the way for
enriched and engaging learning experiences that benefit educators and learners alike.
Recommendations and suggestions
Based on the findings of the study, the following recommendations and suggestions are
made:
1. Incorporate Kahoot in Mathematics Teaching: Educational institutions and teachers
should pay attention to the application of Kahoot in teaching mathematics, given its

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positive impact on increasing student motivation. Using Kahoot, teachers can create
an engaging and interactive learning environment that encourages active participation
and enhances students’ interest in the subject.
2. Encourage Teachers to Use Kahoot: Both male and female teachers should be
encouraged to utilize the Kahoot application in their mathematics classes. Its
usefulness in improving students’ academic achievement levels can lead to better
learning outcomes and academic success.
3. Organise Training Courses: Conduct training courses for mathematics teachers on
effectively using the Kahoot application in the educational process. This training will
equip teachers with the necessary skills to implement Kahoot effectively, leading to
increased student motivation and engagement in the classroom.
4. Conduct Further Studies: Encourage further research and studies on using Kahoot in
various academic subjects and for students at different levels. Educators can identify
best practices and tailor their implementation to suit diverse learning environments by
exploring their usefulness in other contexts.
By implementing these recommendations and exploring the potential of Kahoot in
various educational settings, educators can create a more engaging and practical learning
experience for students, ultimately enhancing their motivation and academic achievements.
Study limitations
1. Objectivity of Student Answers: The study relies on the objectivity and accuracy of
10th-grade students’ answers to the questions and tasks provided. There may be
variations in students’ interpretation or understanding of the questions, which could
impact the results.
2. Representativeness of the Sample: The extent to which the study sample represents the
broader community from which it was drawn may be a limitation. The findings may
not apply to all students in the community, especially if the sample is not fully
representative.
3. Context of the coronavirus pandemic: The study was conducted during the COVID-
19 pandemic, which may have influenced the learning environment and students’
experiences. The impact of the pandemic on education could affect the generalizability
of the study’s results to non-pandemic contexts.

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Appendix: Motivation scale
No. Items
Strongly
agree
Agree Neutral Disagree Strongly
disagree
1. Using Kahoot in math class brings me joy.
2. Kahoot motivates me to participate in
math class actively.
3. Kahoot provides ample time for me to
answer questions.
4. Collaborating with my peers through
Kahoot helps me overcome the fear of
giving wrong answers.
5. Kahoot captures my attention during
math class.
6. I find math lessons on Kahoot to be
engaging.
7. Kahoot encourages me to prepare for
lessons in advance to compete and strive
for the top spot.
8. I enjoy competing with my classmates to
solve Kahoot questions in math.
9. I frequently join Kahoot competitions
during math class.
10. Kahoot helps me remember math lesson
content for a longer duration.
11. I prefer learning math through Kahoot.
12. Anticipating Kahoot activities makes me
look forward to math class.
13. I feel enthusiastic about using Kahoot to
excel in math.
14. Kahoot reduces my shyness when
participating and answering questions.
15. I enjoy watching educational videos
provided by Kahoot.
16. The visuals on Kahoot caught my eye.
17. Kahoot allows me to discuss answers
with my peers before making a choice.
18. The music on Kahoot adds excitement to
my learning experience.
19. Kahoot boosts my motivation to learn.
20. I do not get bored when using Kahoot in
math class.
Authors’ contributions
Conceptualization, Y.W.; methodology, A.M. and Y.W.; software, A.M.; validation, N.A., P.F.; formal analysis, Y.W. and
A.M.; investigation, Y.W.; resources, P.F.; data curation, Y.W. and A.M.; writing—original draft preparation, Y.W.;
writing—review and editing, Y.W., P.F.; visualization, P.F.; supervision, A.M. All authors have read and agreed to the
published version of the manuscript.
Authors’ information
Adeeb M. Jarrah: Dr. Adeeb Jarrah is a faculty of Mathematics Education in the Division of Curriculum and Instruction
at Emirates College for Advanced Education. Dr. Jarrah received his BA, MA, and Ph.D. degrees from the USA.
Yousef Wardat: Dr. Yousef Wardat is an Assistant Professor in the Department of Curriculum and Instruction, Faculty
of Mathematics Education, Higher Colleges of Technology, UAE. He received his Ph.D. in Mathematics Education from
United Arab Emirates University, UAE, in 2022. His research interests include a range of interdisciplinary areas, data

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analysis, quantitative methods, SPSS analysis, mathematical modeling, mathematics education, and teacher
development, teacher and student beliefs. He has published several peer-reviewed articles in different journals in
mathematics education and teaching and learning.
Patricia Fidalgo: Dr. Fidalgo is an Associate Professor who joined the Emirates College for Advanced Education in 2014
and has taught in undergraduate and graduate programs. She holds a PhD in Sciences of Education from Nova’s
University of Lisbon, Portugal. Dr. Fidalgo is an expert in Technology, Networks and Multimedia in Education and
Training, with over 24 years of teaching experience in Europe, Africa and the Middle East.
Nagla Ali: Dr. Nagla Ali is an education expert who has a wealth of teaching and research experience in USA, Egypt and
UAE. She is known for developing innovative technological solutions to enhance the learning experience in schools.
Her work has earned her one of the first prestigious grants from the ADEK Award for Research Excellence and she’s
also one of the first founding faculty members of the College of Education.
Funding
This research received no external funding.
Availability of data and materials
The data for this study is not publicly available; however, it can be made available upon genuine request to authors.
Declarations
Competing interests
The authors declare that they have no competing interests.
Author details
1 Emirates College for Advanced Education, Abu Dhabi, United Arab Emirates
2 Higher Colleges of Technology, Abu Dhabi, United Arab Emirates
Received: 11 October 2023 Accepted: 16 April 2024
Published online: 1 January 2025 (Online First: 20 May 2024)
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