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

Fraga-Varela, Fernando, Vila-Couñago, Esther and Martínez-Piñeiro, Esther The impact of serious games in mathematics fluency: A study in Primary Education. Comunicar, 2021, vol. 29, n. 69, pp. 125-135. [Journal article (Paginated)]

[thumbnail of Research article (English)]
Preview
Text (Research article (English))
c6910en.pdf - Published version
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB) | Preview
[thumbnail of Research article (Español)]
Preview
Text (Research article (Español))
c6910es.pdf - Published version
Available under License Creative Commons Attribution Non-commercial Share Alike.

Download (1MB) | Preview

English abstract

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.

Spanish abstract

En estos últimos años ha habido una renovación del software educativo propiciada por la incorporación de diseños específicos basados en juegos serios. Los estudios previos sobre su uso no ofrecen datos concluyentes sobre el avance en el aprendizaje, tanto a nivel general como de contenidos específicos. El objetivo principal del presente trabajo es conocer el impacto del uso de juegos serios en las aulas de educación primaria, concretamente en la fluidez matemática del alumnado, atendiendo a variables de gamificación y experiencia docente. Se lleva a cabo un estudio cuasi-experimental con pretest-postest, sin grupo control y con varios grupos experimentales, en el que participan 284 estudiantes de primero a cuarto curso. Los resultados muestran una mejora significativa de la fluidez matemática con el uso de juegos serios en los distintos cursos y grupos-aula estudiados. La estrategia de gamificación promueve un progreso aún mayor respecto a las aulas en las que no se ha implementado. Se observa un tiempo de uso similar de los juegos serios por parte de profesores noveles y experimentados, con mejores resultados en fluidez matemática en el caso de los segundos. También se muestra la relación existente entre los resultados obtenidos y las calificaciones del alumnado. Las conclusiones señalan el potencial del uso de juegos serios diseñados específicamente para entornos escolares y cuestionan trabajos previos sobre las barreras generacionales en el profesorado.

Item type: Journal article (Paginated)
Keywords: Serious games; gamification; primary education; mathematics education; teachers; academic performance; Juegos serios; gamificación; educación primaria; educación matemática; docentes; rendimiento académico
Subjects: B. Information use and sociology of information > BJ. Communication
G. Industry, profession and education.
G. Industry, profession and education. > GH. Education.
Depositing user: Alex Ruiz
Date deposited: 21 Dec 2021 12:09
Last modified: 21 Dec 2021 12:09
URI: http://hdl.handle.net/10760/42720

References

Alvarez, J., & Djaouti, D. (2012). Serious games: An introduction. Éditions Questions Théoriques. http://bit.ly/3gVVAZY

Baroody, A.J., Bajwa, N.P., & Eiland, M. (2009). Why can’t Johnny remember the basic facts? Developmental Disabilities Research Reviews, 15(1), 69-79. https://doi.org/10.1002/ddrr.45

Baroody, A.J., Eiland, M.D., Purpura, D.J., & Reid, E.E. (2013). Can computer-assisted discovery learning foster first graders’ fluency with the most basic addition combinations? American Educational Research Journal, 50(3), 533-573. https://doi.org/10.3102/0002831212473349

Boendermaker, W.J., Veltkamp, R.C., & Peeters, M. (2017). Training behavioral control in adolescents using a serious game. Games for Health Journal, 6(6), 351-357. https://doi.org/10.1089/g4h.2017.0071

Carvalho, C.V., Rodríguez, M.C., Nistal, M.L., Hromin, M., Bianchi, A., Heidmann, O., Tsalapatas, H., & Metin, A. (2018). Using video games to promote engineering careers. The International Journal of Engineering Education, 34(2), 388-399. http://bit.ly/3qjVwET

Chauhan, S. (2017). A meta-analysis of the impact of technology on learning effectiveness of elementary students. Computers & Education, 105, 14-30. https://doi.org/10.1016/j.compedu.2016.11.005

Clark, D.B., Tanner-Smith, E.E., & Killingsworth, S.S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. https://doi.org/10.3102/0034654315582065

Cohen, J. (1988). Statistical power analysis for the behavioral sciences. L. Erlbaum Associates. https://bit.ly/3uE1kfh

Council of Chief State School Officers (Eds.) (2020). Preparing america’s students for college & career. Common core state standards initiative. http://bit.ly/2XFRaMc

Cozad, L. (2019). Effects of a digital mathematics fluency program on the fluency and generalization of learners. [Doctoral Dissertation, The Pennsylvania State University]. http://bit.ly/3qkbnDE

Cress, T. (2019). Influence of the reflex math fact fluency program on math scores. [Doctoral Dissertation, Walden University]. http://bit.ly/3sryn5x

Del-Moral, M., & Fernández, L.C. (2015). Videojuegos en las aulas: Implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples. Revista Complutense de Educación, 26, 97-118. https://doi.org/10.5209/rev_RCED.2015.v26.44763

Duncan, G.J., Dowsett, C.J., Claessens, A., Magnuson, K., Huston, A.C., Klebanov, P., Pagani, L.S., Feinstein, L., Engel, M., Brooks-Gunn, J., Sexton, H., Duckworth, K., & Japel, C. (2007). School readiness and later achievement. Developmental Psychology, 43(6), 1428-1446. https://doi.org/10.1037/0012-1649.43.6.1428

Fernández-Robles, J.L., Gaytán-Lugo, L.S., Hernández-Gallardo, S.C., & García-Ruíz, M.A. (2019). La alfabetización cuantitativa en estudiantes de tercer grado de primaria a través de un juego serio. Revista Latinoamericana de Tecnología Educativa, 18(1), 131-147. https://doi.org/10.17398/1695-288X.18.1.131

Field, A. (2018). Discovering statistics using IBM SPSS statistics. Sage.

Filella, G., Pérez-Escoda, N., & Ros-Morente, A. (2017). Evaluación del programa de educación emocional ‘Happy 8-12’ para la resolución asertiva de los conflictos entre iguales. Electronic Journal of Research in Education Psychology, 14(40), 582-601. https://doi.org/10.25115/ejrep.40.15164

Fisher, D., Frey, N., & Hattie, J. (2020). The distance learning playbook, grades K-12: Teaching for engagement and impact in any setting. Corwin Press. https://bit.ly/33wqrEG

Foegen, A., & Deno, S.L. (2001). Identifying growth indicators for low-achieving students in middle school mathematics. The Journal of Special Education, 35(1), 4-16. https://doi.org/10.1177/002246690103500102

Fritz, C.O., Morris, P.E., & Richler, J.J. (2012). Effect size estimates: Current use, calculations, and interpretation. Journal of Experimental Psychology. General, 141(1), 2-18. https://doi.org/10.1037/a0024338

Geary, D.C. (2011). Cognitive predictors of achievement growth in mathematics: A 5-year longitudinal study. Developmental Psychology, 47(6), 1539-1552. https://doi.org/10.1037/a0025510

Gómez-García, S., Planells-de-la-Maza, A.J., & Chicharro-Merayo, M. (2016). ¿Los alumnos quieren aprender con videojuegos? Lo que opinan sus usuarios del potencial educativo de este medio. Educar, 53(1), 49-66. https://doi.org/10.5565/rev/educar.848

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. 2014 47th Hawaii International Conference on System Sciences, 3025-3034. https://doi.org/10.1109/HICSS.2014.377

Hieftje, K., Pendergrass, T., Kyriakides, T.C., Gilliam, W., & Fiellin, L. (2017). An evaluation of an educational video game on mathematics achievement in first grade students. Technologies, 5(2), 30. https://doi.org/10.3390/technologies5020030

Kaufman, D. (2013). Videogames in education - comparing students’, student teachers’ and master teachers opinions and experiences. In O, Foley, M.T, Restivo, J. Uhomoibhi, & M. Helfert (Eds.), Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU (pp. 101-105). CSEDU. https://doi.org/10.5220/0004383701010105

Kling, G., & Bay-Williams, J.M. (2014). Assessing basic fact fluency. Teaching Children Mathematics, 20(8), 488-497. https://doi.org/10.5951/teacchilmath.20.8.0488

Lamb, R.L., Annetta, L., Firestone, J., & Etopio, E. (2018). A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations. Computers in Human Behavior, 80, 158-167. https://doi.org/10.1016/j.chb.2017.10.040

Marín-Díaz, V., Morales-Díaz, M., & Reche-Urbano, E. (2019). Educational possibilities of video games in the primary education stage according to teachers in training. A case study. Journal of New Approaches in Educational Research, 8(1), 42-49. https://doi.org/10.7821/naer.2019.1.330

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin. https://stanford.io/3xWkgaW

Meiri, R., Levinson, O., & Horowitz-Kraus, T. (2019). Altered association between executive functions and reading and math fluency tasks in children with reading difficulties compared with typical readers. Dyslexia, 25(3), 267-283. https://doi.org/10.1002/dys.1624

Mellado, R., Melgarejo, B., Velasquez, C., Cubillos, C., Roncagliolo, S., & Gonzalez, N. (2018). ROLE video game tool for teaching myths and legends to school basic students. 2018 37th International Conference of the Chilean Computer Science Society (SCCC), 1-8. https://doi.org/10.1109/SCCC.2018.8705258

Michael, D.R., & Chen, S.L. (2006). Serious games: Games that educate, train and inform. Thomson Course Technology. https://bit.ly/3uFzQWz

Pérez-Manzano, A., & Almela-Baeza, J. (2018). Gamificación transmedia para la divulgación científica y el fomento de vocaciones procientíficas en adolescentes. [Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents]. Comunicar, 55, 93-103. https://doi.org/10.3916/C55-2018-09

Pires, A.C., González-Perilli, F., Baka?a, E., Fleisher, B., Sansone, G., & Marichal, S. (2019). Building blocks of mathematical learning: Virtual and tangible manipulatives lead to different strategies in number composition. Frontiers in Education, 4, 1-11. https://doi.org/10.3389/feduc.2019.00081

Romero-Rodríguez, L., & Torres-Toukomidis, A. (2018). Con la información sí se juega: Los newsgames como narrativas inmersivas transmedias. En A. Torres-Toukomidis & L. Romero-Rodríguez (Eds.), Gamificación en Iberoamérica. Experiencias desde la comunicación y la educación. Abya-Yala. https://bit.ly/2TLCK8O

Rosenthal, J.A. (1996). Qualitative descriptors of strength of association and effect size. Journal of Social Service Research, 21(4), 37-59. https://doi.org/10.1300/J079v21n04_02

Sánchez-Huete, J.C. (2013). Métodos de investigación educativa. Punto Rojo. https://bit.ly/3tFYZ1X

Sarrell, D. (2014). The effects of reflex math as a response to intervention strategy to improve math automaticity among male and female at-risk middle school students. [Doctoral Dissertation, Liberty University]. http://bit.ly/3qiFdYV

Stieler-Hunt, C., & Jones, C.M. (2015). Educators who believe: Understanding the enthusiasm of teachers who use digital games in the classroom. Research in Learning Technology, 23, 1-14. https://doi.org/10.3402/rlt.v23.26155

Teixes, F. (2015). Gamificación: Fundamentos y aplicaciones. UOC. https://bit.ly/2SzJoEc

Van-der-Ven, F., Segers, E., Takashima, A., & Verhoeven, L. (2017). Effects of a tablet game intervention on simple addition and subtraction fluency in first graders. Computers in Human Behavior, 72, 200-207. https://doi.org/10.1016/j.chb.2017.02.031

Wouters, P., van-Nimwegen, C., van-Oostendorp, H., & van-der-Spek, E.D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265. https://doi.org/10.1037/a0031311

Zagal, J.P., & Altizer, R. (2014). Examining «RPG elements»: Systems of character progression. In M. Mateas, T. Barnes, & I. Bogost (Eds.), Proceedings of the 9th International Conference on the Foundations of Digital Games, FDG 2014, Liberty of the Seas, Caribbean, April 3-7, 2014. https://bit.ly/3oEhli9

Zagalo, N. (2010). Alfabetización creativa en los videojuegos: Comunicación interactiva y alfabetización cinematográfica. [Creative game literacy. A study of interactive media based on film literacy experience]. Comunicar, 35, 61-68. https://doi.org/10.3916/C35-2010-02-06


Downloads

Downloads per month over past year

Actions (login required)

View Item View Item