Primary school students' perceptions of scaffolding in digital game-based learning in mathematics

2021 ◽  
Vol 28 ◽  
pp. 100457
Author(s):  
Liping Sun ◽  
Heli Ruokamo ◽  
Pirkko Siklander ◽  
Baoping Li ◽  
Keith Devlin
Author(s):  
Tomi Kärki ◽  
Jake McMullen ◽  
Erno Lehtinen

AbstractRational number knowledge is a crucial feature of primary school mathematics that predicts students’ later mathematics achievement. Many students struggle with the transition from natural number to rational number reasoning, so novel pedagogical approaches to support the development of rational number knowledge are valuable to mathematics educators worldwide. Digital game-based learning environments may support a wide range of mathematics skills. NanoRoboMath, a digital game-based learning environment, was developed to enhance students’ conceptual and adaptive rational number knowledge. In this paper, we tested the effectiveness of a preliminary version of the game with fifth and sixth grade primary school students (N = 195) using a quasi-experimental design. A small positive effect of playing the NanoRoboMath game on students’ rational number conceptual knowledge was observed. Students’ overall game performance was related to learning outcomes concerning their adaptive rational number knowledge and understanding of rational number representations and operations.


2019 ◽  
Vol 128 ◽  
pp. 63-74 ◽  
Author(s):  
Boglárka Brezovszky ◽  
Jake McMullen ◽  
Koen Veermans ◽  
Minna M. Hannula-Sormunen ◽  
Gabriela Rodríguez-Aflecht ◽  
...  

2021 ◽  
pp. 105-115
Author(s):  
Petros Skiadas ◽  
George Sarafoglou ◽  
Eleni Tsami

Abstract The aim of this study is to make economics more friendly to primary school students. Distance game-based teaching is not familiar to Greek Schools (teachers and students). This survey is an innovation for the Greek Education and makes a teaching proposal in this field. The proposal is about money and how children 6-12 years old learn to use them in their everyday life. The teaching proposal is based on the students’ books of the primary school. The game-based teaching guides children to learn with fun and solve problems. Keywords: Game-based learning, Problem-solving, Primary education, Economics.


2022 ◽  
pp. 750-770
Author(s):  
Mohd Ali Samsudin ◽  
Goh Kok Ming ◽  
Nur Jahan Ahmad ◽  
Yogendran Abrose

The aim of this study was to investigate the effectiveness of Minecraft-game-based learning towards on 21st century skills among primary school students. This study employed quasi-experimental methodology. The dependent variable of this study was the 21st century skills. During Minecraft-game-based learning session, students were given the opportunity to build and recreate a world based on certain themes inside Minecraft world based on their creativity and imagination. The session involved a learning process of different skills and knowledge relevant to school and real world which was imitate inside the Minecraft world. The result shows that the intervention of Minecraft-game-based learning is effective in enhancing and retaining the 21st century skills among students. The implication of the study suggests that the functionality of Minecraft as a digital learning tool should be promoted as it involves students to work in a team to solve problems and have fun while acquiring and sharpening the students' 21st century skills.


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