Educational Games and Grade 11 Students’ Motivation and Achievement in Algebra: The Sudoku Experience.

Charles-Ogan G. I., Williams C.


The empirical study sets to unveil the influence of Sudoku Games on learners’ motivation and achievement in Math’s Algebra. An intact class of 11 Graders was used in the study. The study design was an experimental – control, pretest- post-test type, being quasi-experimental. Two validated and reliable instruments were deployed for the study: A Motivational Questionnaire (MQ) and a Mathematical Achievement Test (MAT), with reliability co-efficient of 0.62 and 0.64, respectively. The study confirms that Sudoku Games were not only motivational but were also high achievers than non-Sudoku Gamers. These positions influenced the recommendation that Educational Games should be integrated to make learning a thing of fun and pleasure.


Gamification, integration, tutoring system, fun, pleasure.

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