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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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Stohlmann, Micah S. – School Science and Mathematics, 2023
Escape rooms have been receiving more attention for use in education. Escape rooms are games in which teams solve multiple puzzles and challenges using clues, hints, and strategy to determine how to escape from a locked room. The implementation of escape rooms has the potential for increasing students' mathematical understanding and engagement.…
Descriptors: Mathematics Education, Electronic Learning, Problem Solving, Game Based Learning
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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
Aaron Howard Pomeranz – ProQuest LLC, 2024
Struggling math students often have difficulty developing a sense of self-efficacy and intrinsic motivation to learn math, which has been found to predict future math achievement (Pitsia et al., 2017). Conventional methods of math instruction and assessment may provoke elevated levels of math anxiety for many students, which has been found to…
Descriptors: Grade 5, Mathematics Education, Mathematics Achievement, Mathematics Anxiety
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Watson-Huggins, Janice – Distance Learning, 2018
This article provides empirical data from a study on the effects of the implementation of a gaming system as an experiment and also provides recommendations on how such a system could be implemented in the general Jamaican school system. While there are numerous studies that investigate the impact of gamification in higher education and high…
Descriptors: Game Based Learning, Mathematics Achievement, Foreign Countries, Grade 6
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Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Hee Jin Bang; Linlin Li – Age of Learning, Inc., 2020
An extensive body of empirical evidence shows that math skills at school entry are the strongest predictor of later academic success and educational attainment, but many children lack the opportunity to build the math skills needed for future success. Children who begin school with relatively low levels of math knowledge are at risk of falling…
Descriptors: Mathematics Skills, Elementary School Students, Program Effectiveness, Skill Development
K. P. Thai; Linlin Li; Abby Schachner – Age of Learning, Inc., 2018
With only 40% of students proficient in math by 4th grade, the U.S. faces an acute need to scale innovative approaches to help close the math achievement gap. Closing this gap is particularly critical in order to support effective Science, Technology, Engineering, and Mathematics (STEM) learning and prepare the future workforce for…
Descriptors: Mathematics Instruction, Game Based Learning, Educational Technology, Technology Uses in Education