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

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' inte...

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Main Authors: Hussein, Mahmood H., Ow, Siew Hock, Elaish, Monther M., Jensen, Erik O.
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Published: Springer 2022
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Online Access:http://eprints.um.edu.my/42431/
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spelling my.um.eprints.424312023-10-11T08:29:44Z http://eprints.um.edu.my/42431/ Digital game-based learning in K-12 mathematics education: a systematic literature review Hussein, Mahmood H. Ow, Siew Hock Elaish, Monther M. Jensen, Erik O. Q Science (General) 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. Springer 2022-03 Article PeerReviewed Hussein, Mahmood H. and Ow, Siew Hock and Elaish, Monther M. and Jensen, Erik O. (2022) Digital game-based learning in K-12 mathematics education: a systematic literature review. Education and Information Technologies, 27 (2). pp. 2859-2891. ISSN 1360-2357, DOI https://doi.org/10.1007/s10639-021-10721-x <https://doi.org/10.1007/s10639-021-10721-x>. 10.1007/s10639-021-10721-x
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic Q Science (General)
spellingShingle Q Science (General)
Hussein, Mahmood H.
Ow, Siew Hock
Elaish, Monther M.
Jensen, Erik O.
Digital game-based learning in K-12 mathematics education: a systematic literature review
description 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.
format Article
author Hussein, Mahmood H.
Ow, Siew Hock
Elaish, Monther M.
Jensen, Erik O.
author_facet Hussein, Mahmood H.
Ow, Siew Hock
Elaish, Monther M.
Jensen, Erik O.
author_sort Hussein, Mahmood H.
title Digital game-based learning in K-12 mathematics education: a systematic literature review
title_short Digital game-based learning in K-12 mathematics education: a systematic literature review
title_full Digital game-based learning in K-12 mathematics education: a systematic literature review
title_fullStr Digital game-based learning in K-12 mathematics education: a systematic literature review
title_full_unstemmed Digital game-based learning in K-12 mathematics education: a systematic literature review
title_sort digital game-based learning in k-12 mathematics education: a systematic literature review
publisher Springer
publishDate 2022
url http://eprints.um.edu.my/42431/
_version_ 1781704642940370944
score 13.159002