This study investigates the effects of digital
gamification on the reading performance of
secondary school students in Kaduna State, Nigeria.
With the growing integration of technology in education,
gamified learning platforms have emerged as innovative tools
for enhancing students' engagement and academic
achievement. The research adopted a quasi-experimental
design involving two groups: an experimental group exposed
to digital reading materials embedded with gamification
features such as points, badges, and interactive quizzes, and a
control group using traditional reading methods. Population
of 360 and Sample size of 120 SS1 students via random
technique from four public secondary schools' students were
randomly assigned to experimental (n=60) and control
(n=60) groups. Data were collected using pre-test and post-
test reading comprehension assessments and analyzed using
descriptive and inferential statistics. The findings revealed that
students in the experimental group demonstrated significantly
improved reading performance compared to their
counterparts in the control group. Furthermore, the study
observed increased motivation, active participation, and a
positive attitude toward reading among students exposed to
gamified content. These results suggest that digital
gamification can serve as an effective pedagogical strategy for
improving literacy skills in secondary schools, particularly in
under-resourced educational settings. The study recommends
the integration of gamified digital resources into the reading
curriculum and the training of teachers to effectively
implement such tools. Future research should explore long-
term impacts and subject-specific applications of gamification
in diverse educational contexts.