The impact of serious games in mathematics fluency: A study in Primary Education

被引:12
|
作者
Fraga-Varela, Fernando [1 ]
Vila-Counago, Esther [1 ]
Martinez-Pineiro, Esther [1 ]
机构
[1] Univ Santiago de Compostela, Dept Pedag & Didact, Santiago De Compostela, Spain
关键词
Serious games; gamification; primary education; mathematics education; teachers; academic performance; VIDEO GAMES; METAANALYSIS; STUDENTS; LITERACY; GROWTH;
D O I
10.3916/C69-2021-10
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use of serious games in primary education classrooms, specifically on mathematics fluency, taking into account gamification variables and teaching experience. A quasi-experimental study was carried out with a pretest-posttest design, without a control group and with several experimental groups, involving 284 students from the first to the fourth grade. The results show a significant improvement in mathematics fluency with the use of serious games in the different grades and classroom groups studied. The gamification strategy promotes even greater progress over the classes where it has not been implemented. There is a similar time of use of serious games by both novice and experienced teachers, with better results in mathematics fluency in the case of the second group. It also shows the relationship between the results obtained and the school grades of the students. The findings point to the potential of using serious games designed specifically for school environments and challenge previous work on generational barriers in teachers.
引用
收藏
页码:125 / 135
页数:11
相关论文
共 50 条
  • [21] Serious games for patient safety education
    Aubin, Diane
    King, Sharla
    Boechler, Patricia
    Burden, Michael
    Rockwell, Geoffrey
    Henry, Monica
    Gouglas, Sean
    MEDICAL TEACHER, 2012, 34 (08) : 675 - 675
  • [22] Serious Games and Personalization of the Therapeutic Education
    Demongeot, Jacques
    Elena, Adrien
    Taramasco, Carla
    Vuillerme, Nicolas
    INCLUSIVE SMART CITIES AND E-HEALTH, 2015, 9102 : 270 - 281
  • [23] Serious Games in Mechanical Engineering Education
    Horejsi, Petr
    Vysata, Jiri
    Rohlikova, Lucie
    Polcar, Jiri
    Gregor, Michal
    RESEARCH & INNOVATION FORUM 2019: TECHNOLOGY, INNOVATION, EDUCATION, AND THEIR SOCIAL IMPACT, 2019, : 55 - 63
  • [24] A Bibliometric Study on Mathematics Anxiety in Primary Education
    Sagarduy, Ainhoa
    Arrieta, Nikole
    Anton, Alvaro
    EDUCATION SCIENCES, 2024, 14 (07):
  • [25] How Does Usability Impact Motivation in Augmented Reality Serious Games for Education?
    Ferrer, Vicente
    Perdomo, Alex
    Rashed-Ali, Hazem
    Fies, Carmen
    Quarles, John
    2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES), 2013,
  • [26] The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation
    Beranic, Tina
    Hericko, Marjan
    SUSTAINABILITY, 2022, 14 (02)
  • [27] Serious games: Broadening games impact beyond entertainment
    Sawyer, Ben
    COMPUTER GRAPHICS FORUM, 2007, 26 (03) : XVIII - XVIII
  • [28] Role Playing Games for Mathematics Education
    Morales Carbajal, Ricardo
    Villa Angulo, Carlos
    EDUCATION IN THE KNOWLEDGE SOCIETY, 2019, 20
  • [29] Teaching pre-service teachers to integrate Serious Games in the primary education curriculum
    Romero, Margarida
    Barma, Sylvie
    INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2015, 2 (01):
  • [30] Educational Applications of Serious Games: The Case of the Game Food Force in Primary Education Students
    Petros, Provelengios
    Georgios, Fesakis
    PROCEEDINGS OF THE 5TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2011, : 476 - 485