Digital game-based learning for K-12 mathematics education: A meta-analysis

2018 ◽  
Vol 118 (3-4) ◽  
pp. 113-126 ◽  
Author(s):  
JaeHwan Byun ◽  
Eunmi Joung
2020 ◽  
Vol 68 (4) ◽  
pp. 1855-1873 ◽  
Author(s):  
Ching-Huei Chen ◽  
Chun-Chao Shih ◽  
Victor Law

2021 ◽  
Vol 18 (3) ◽  
pp. 307-324 ◽  
Author(s):  
Cristyne Hébert ◽  
Jennifer Jenson ◽  
Tatyana Terzopoulos

In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom had never before constructed an integrated learning experience utilizing a digital game with one of their classes. By centering teacher voices, which often do not appear in research on digital game-based learning (DGBL), we hope to provide insight into some of the real challenges of incorporating digital games into classrooms.


2019 ◽  
Vol 7 (9A) ◽  
pp. 106-116
Author(s):  
Hemanathan Harikrishnan ◽  
Noor Dayana Abd Halim ◽  
Jamalludin Harun ◽  
Shalini Arjunan

Author(s):  
Zhihui Cai ◽  
Peipei Mao ◽  
Dandan Wang ◽  
Jinbo He ◽  
Xinjie Chen ◽  
...  

2018 ◽  
Vol 33 (1) ◽  
pp. 160-168 ◽  
Author(s):  
Guadalupe Guzman ◽  
Taryn S. Goldberg ◽  
H. Lee Swanson

Author(s):  
José Miguel Merino-Armero ◽  
José Antonio González-Calero ◽  
Ramón Cózar-Gutiérrez

Author(s):  
Jihoon Kim ◽  
Darla M. Castelli

Background: Gamified reward systems, such as providing digital badges earned for specific accomplishments, are related to student engagement in educational settings. The purpose of this study was to conduct a meta-analytic review to quantify the effects of gamified interventions on student behavioral change. Methods: A meta-analysis was performed using the following databases: The Academic Search Complete, Communication & Mass Media Complete, Education Source, ERIC, Library Information Science & Technology Abstracts, and PsycINFO. Inclusion in the review required: (a) peer-reviewed conducted between 2010 and 2019, (b) experimental controlled design, (c) gamification elements, and (d) educational setting. Results: Using a random-effects model, a statistically significant (Cohen’s d (ES) = 0.48, 95% CI = 0.33, 0.62) gamification effect was evidenced by moderate and positive grand effects sizes (ES). Gamification effects were higher with adults in higher education (ES = 0.95) than K-12 students (ES = 0.92). Brief interventions delivered in days or less than 1 week were significantly more effective (ES = 1.57) than interventions lasting up to 20 weeks (ES = 0.30). Interventions incorporating gamification elements across years (ES = −0.20) was adversely associated with behavioral change. Conclusions: Findings suggest that short-term over longer-term gamified interventions might be a promising way to initiate changes in learner’s behaviors and improve learning outcome.


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