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Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
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Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning
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Suparman; Dadang Juandi; Turmudi – Mathematics Teaching Research Journal, 2025
Mathematics achievement of Indonesian students has not been relatively optimal whereby most of the students still have low mathematics achievement. Hence, the present study develops and produces a digital game called Ucing Sumput that is valid, practical, and effective in enhancing the mathematics achievement of Indonesian students. Research and…
Descriptors: Game Based Learning, Mathematics Achievement, Teaching Methods, Probability
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Hatice Kübra Isik; Aysegül Liman Kaban – Journal of Educational Technology and Online Learning, 2025
Educational digital escape games (EDEGs) are digital versions of escape rooms where players solve puzzles and complete challenges to achieve educational goals. This study investigates the effects of EDEGs on the academic achievement and motivation of elementary school students in mathematics. Using an explanatory sequential mixed-method design, 45…
Descriptors: Grade 3, Elementary School Students, Teaching Methods, Student Motivation
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Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
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Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
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Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
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Akman, Emrah; Çakir, Recep – Interactive Learning Environments, 2023
Recently, virtual reality seems to be deevloping rapidly. However, it can be said that virtual reality is in the early days of adoption for education. Studies show that using virtual reality in education can positively affect students' learning experiences. In this study, the effect of an educational virtual reality game, named "Kesfet…
Descriptors: Educational Technology, Computer Simulation, Elementary School Students, Mathematics Achievement
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Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
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Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
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Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
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Karamert, Önder; Kuyumcu Vardar, Aslihan – Journal of Educational Technology and Online Learning, 2021
This study aims to investigate the effect of gamification on fifth-grade students' academic achievements and attitudes towards mathematics course. For this purpose, the teaching process of the "fractions" as a subject of the mathematics course is equipped with gamification elements. The quasi-experimental design is preferred as the…
Descriptors: Game Based Learning, Teaching Methods, Instructional Effectiveness, Mathematics Instruction
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Fraga-Varela, Fernando; Vila-Couñago, Esther; Martínez-Piñeiro, Esther – Comunicar: Media Education Research Journal, 2021
In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use…
Descriptors: Game Based Learning, Mathematics Instruction, Elementary School Students, Mathematics Achievement
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Hamden Hamid, Shamsurya; Zulkiply, Norehan; Mohamad, Fitri Suraya – Asian Journal of University Education, 2022
The present study examined the effects of the non-digital game-based instructional method and the cognitive level of questions in determining students' achievement in mathematics, particularly in Isometric Transformation. The study used a quasi-experimental design and involved 116 participants (i.e., form two students) from two local secondary…
Descriptors: Game Based Learning, Outcomes of Education, Teaching Methods, Mathematics Instruction
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Muñez, David; Lee, Kerry; Bull, Rebecca; Khng, Kiat Hui; Cheam, Fiona; Rahim, Ridzuam Abd – Journal of Educational Psychology, 2022
We explored the challenges, limitations, and potential effectiveness of a large-scale computerized working memory and numeracy intervention in the classroom with children at risk of mathematical learning disabilities (n = 428, M[subscript age] = 83.85 months, 41% female). Children were assigned to four different treatment protocols (working memory…
Descriptors: Short Term Memory, Numeracy, Mathematics Education, Intervention
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