Digital game-based learning in K-12 mathematics education: a systematic literature review

被引:30
|
作者
Hussein, Mahmood H. [1 ]
Ow, Siew Hock [1 ]
Elaish, Monther M. [2 ]
Jensen, Erik O. [3 ]
机构
[1] Univ Malaya, Fac Comp Sci & Informat Technol, Dept Software Engn, Kuala Lumpur, Malaysia
[2] Univ Benghazi, Dept Comp Sci, Benghazi, Libya
[3] Aalborg Univ, Inst Commun & Psychol, Aalborg, Denmark
关键词
Digital game-based learning; DGBL; Mathematics education; Systematic review; SUPPORTED VIRTUAL ENVIRONMENT; EMPIRICAL-EVIDENCE; COMPUTER GAMES; STUDENT ENGAGEMENT; SURPRISING EVENTS; GOAL STRUCTURES; VIDEO GAMES; ONLINE GAME; MATH-GAME; PERFORMANCE;
D O I
10.1007/s10639-021-10721-x
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The application of mathematical skills is essential to our daily routine and is foundational for numerous disciplines. Among various computer-supported learning methods, Digital Game-Based Learning (DGBL) has been perceived as a promising method in teaching mathematics, promoting students' interest, and motivation. Therefore, the aim of this systematic literature review is to provide a detailed synthesis of literature regarding the effectiveness of DGBL applications in K-12 mathematics education and extend the findings of previous reviews. This study reviewed a total of 43 articles published in the Social Sciences Citation Index (SSCI) of Web of Science, and other top-ranked educational technology journals between 2008 and 2019. The findings were then evaluated according to the multi-dimensional framework and classified into three main categories: knowledge acquisition, perceptual and cognitive skills, and affective, motivational, and behavioral change. This revealed that most of the reviewed studies have reported positive gains in all categories, with the traditional method of teaching being the most popular comparison approach. Numerous scholars also demonstrated a particular interest in the subject of arithmetic operations. The study also found that a considerable number of DGBL applications were constructed based on a specific design feature or learning theory. Furthermore, this study highlighted a number of research gaps in this domain according to which more research is required to understand how different dynamics (e.g., collaborative/cooperative, competitive) influence students' learning. Additionally, more studies are required to address the lack of research on twenty-first-century skills such as creativity and critical thinking. The findings of this review could benefit researchers and educators who are interested in using educational computer games to teach mathematics.
引用
收藏
页码:2859 / 2891
页数:33
相关论文
共 50 条
  • [21] A Systematic Literature Review of Methodology Used to Measure Effectiveness in Digital Game-Based Learning
    All, Anissa
    Nunez, Elena Patricia
    Van Looy, Jan
    [J]. PROCEEDINGS OF THE 7TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, VOLS 1 AND 2, 2013, : 607 - 616
  • [22] Using Digital Game-Based Learning for Students with Intellectual Disabilities - A Systematic Literature Review
    Stancin, Kristian
    Hoic-Bozic, Natasa
    Mihic, Sanja Skocic
    [J]. INFORMATICS IN EDUCATION, 2020, 19 (02): : 323 - 341
  • [23] Integration of computational thinking in K-12 mathematics education: a systematic review on CT-based mathematics instruction and student learning
    Ye, Huiyan
    Liang, Biyao
    Ng, Oi-Lam
    Chai, Ching Sing
    [J]. INTERNATIONAL JOURNAL OF STEM EDUCATION, 2023, 10 (01)
  • [24] Integration of computational thinking in K-12 mathematics education: a systematic review on CT-based mathematics instruction and student learning
    Huiyan Ye
    Biyao Liang
    Oi-Lam Ng
    Ching Sing Chai
    [J]. International Journal of STEM Education, 10
  • [25] Influence of game-based learning in mathematics education on the students′ cognitive and affective domain: A systematic review
    Hui, Hii Bii
    Mahmud, Muhammad Sofwan
    [J]. FRONTIERS IN PSYCHOLOGY, 2023, 14
  • [26] Digital game-based learning in music education: A systematic review between 2011 and 2023
    Weatherly, Katy Ieong Cheng Ho
    Wright, Bri'Ann
    Lee, Elsa Y.
    [J]. RESEARCH STUDIES IN MUSIC EDUCATION, 2024,
  • [27] Supporting Teachers Adopting Game-based Learning in Formal Education: A Systematic Literature Review
    Assaf, Mohammad
    Spil, Ton
    Bruinsma, Guido
    [J]. PROCEEDINGS OF THE 15TH EUROPEAN CONFERENCE ON GAME BASED LEARNING (ECGBL 2021), 2021, : 33 - 42
  • [28] Learning analytics for online game-Based learning: a systematic literature review
    Banihashem, Seyyed Kazem
    Dehghanzadeh, Hojjat
    Clark, Douglas
    Noroozi, Omid
    Biemans, Harm J. A.
    [J]. BEHAVIOUR & INFORMATION TECHNOLOGY, 2024, 43 (12) : 2689 - 2716
  • [29] A Systematic Literature Review of Game-Based Learning and Safety Management
    Kanade, Sameeran G.
    Duffy, Vincent G.
    [J]. DIGITAL HUMAN MODELING AND APPLICATIONS IN HEALTH, SAFETY, ERGONOMICS AND RISK MANAGEMENT. HUMAN COMMUNICATION, ORGANIZATION AND WORK, DHM 2020, PT II, 2020, 12199 : 365 - 377
  • [30] Non-Digital Game-Based Learning in the Teaching of Mathematics in Higher Education
    Naik, Nitin
    [J]. PROCEEDINGS OF THE 8TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2014), VOLS 1 AND 2, 2014, : 431 - 436