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Andre Thomas; Jamaal Young; Michael Rugh; Hadeel Ramadan; Wenting Weng – International Journal of Game-Based Learning, 2025
Calculus is the foundation for any STEM degree, yet a large percentage of students fail calculus. Very little is known about the effect purposefully designed video games can have on STEM students studying calculus. The objective of this study was to analyze the impact a purposefully designed educational video game has on freshmen college students…
Descriptors: Calculus, Video Games, Game Based Learning, STEM Education
Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
Fathurrohman, Maman; Nindiasari, Hepsi; Rahayu, Ilmiyati – Journal on Mathematics Education, 2022
This paper reported the design and development of a conventional and digital mathematical board game for use by students in learning arithmetic. At the time of research, there is no significant indication that a mathematical board game is available in scientific and published patent documentation. The availability of mathematical board games for…
Descriptors: Game Based Learning, Video Games, Curriculum Development, Arithmetic
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Koskinen, Antti; McMullen, Jake; Ninaus, Manuel; Kiili, Kristian – Journal of Computer Assisted Learning, 2023
Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in…
Descriptors: Psychological Patterns, Scaffolding (Teaching Technique), Student Motivation, Academic Achievement
Kadek Adi Wibawa; I Dewa Gede Agung Pandawana; I Made Wena – Mathematics Teaching Research Journal, 2025
The integration of technology in entrepreneurship arithmetic that uses realistic mathematic education as the basis into learning processes is instrumental in creating understanding and problem-solving abilities among students. However, until recently only a few technology-based learning media have been developed to accommodate the aforementioned…
Descriptors: Mathematics Instruction, Entrepreneurship, Teaching Methods, Instructional Effectiveness
Zhao, Jiahua; Hwang, Gwo-Jen; Chang, Shao-Chen; Yang, Qi-fan; Nokkaew, Artorn – Educational Technology Research and Development, 2021
It is widely recognized that flipped learning has great potential for enhancing students' conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract…
Descriptors: Game Based Learning, Interaction, Electronic Publishing, Books
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
Selçuk Alkan; Tuba Ada – International Journal for Technology in Mathematics Education, 2024
The aim of this study is to examine the effect of a digital game designed within the framework of hierarchic interactionalism theory on the development of the concept of area in secondary school students. The digital game used in this study was designed after being influenced by the preliminary concepts and skills related to the concept of area…
Descriptors: Secondary School Mathematics, Secondary School Students, Secondary School Teachers, Geometric Concepts
Ramli, Izzat S. Mohd; Maat, Siti M.; Khalid, Fariza – Pegem Journal of Education and Instruction, 2022
The boom of the 4.0 industrial revolution and the Covid-19 pandemic have changed the teaching and learning process, where digital learning environments have become increasingly necessary and convenient. The application of game-based learning (GBL) provides many benefits, such as helping to improve the quality of the mathematics teaching and…
Descriptors: Computer Games, Educational Games, Game Based Learning, Learning Analytics
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Yagmur, Bahriye Eda – Journal of Inquiry Based Activities, 2020
This study examined a game-based teaching activity on "Factors and Multiples" designed for the 6th grade students. The game aims to create a differentiated and enriched learning environment targeted the curriculum standard "The students determine prime numbers using their properties. The students find prime numbers using the…
Descriptors: Game Based Learning, Mathematics Education, Mathematics Instruction, Mathematics Activities
Sütçü, Nese Dokumaci – Participatory Educational Research, 2021
In this study it was aimed to determine the effect of geometrical-mechanical intelligence games activities that are conducted with concrete materials and in computer environment on the spatial visualization and mental rotation skills of prospective teachers and to examine the opinions of prospective teachers about the activities. The research was…
Descriptors: Game Based Learning, Computer Games, Manipulative Materials, Geometric Concepts

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