Research Article
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Games in mathematics education: systematic literature review

Year 2024, Volume: 5 Issue: 2, 45 - 56, 31.12.2024
https://doi.org/10.5281/zenodo.14599876

Abstract

The article delves into the crucial relationship between "mathematics education" and "games" by systematically reviewing the existing literature in this area. The initial screening process involved evaluating 285 articles based on specific selection criteria tailored to focus exclusively on research that intertwined mathematics education with gaming elements. Following this rigorous filtration, 24 articles emerged as relevant, aligning with the defined criteria, and were subsequently included in the detailed analysis. To facilitate easier reference, each article was assigned a unique code prefixed with the letter 'M' (for instance, M1, M2, M3), which allowed for structured discussions throughout the study. The analysis employed a systematic literature review method, coupled with document analysis. This approach not only enabled a thorough examination of the written materials but also provided insightful information surrounding the educational phenomena in question. The goal of the research was to identify key trends, methodological approaches, and significant findings within the combined realms of mathematics education and gaming. The findings showcased a diverse range of methodological strategies present in the examined studies, highlighting how gaming can enhance mathematical skills and conceptual understanding among learners. The research further underlined the increasing integration of games into educational practices and illustrated the potential advantages of gamification in promoting engagement and motivation in learning environments. In conclusion, the article provides a comprehensive overview of the current state of research bridging mathematics education and games. It offers valuable insights that can guide future studies and instructional strategies, ultimately aiming to promote more effective educational practices.

References

  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Rothstein, H. R. (2008). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251
  • Artz, A. F., & Armour-Thomas, E. (1992). Development of a cognitive-metacognitive framework for protocol analysis of mathematical problem solving in small groups. Cognition and Instruction, 15(2), 137-175.
  • Ashcraft, M. H., & Krause, J. A. (2007). Working memory, math performance, and math anxiety. Psychonomic Bulletin & Review, 14(2), 243-248.
  • Boaler, J. (2016). Mathematical mindsets: Unleashing students' potential through creative math, inspiring messages, and innovative teaching. John Wiley & Sons. Daniel, B., & Harland, T. (2017). Higher education research methodology: A step-by-step guide to the research process. Routledge.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
  • Dybå, T., & Dingsøyr, T. (2008). Empirical studies of agile software development: A systematic review. Information and Software Technology, 50(9-10), 833-859.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Human Behavior, 19(1), 199-219.
  • Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. Peter Lang.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii international conference on system sciences (pp. 3025-3034). IEEE.
  • Harikrishnan, H., Halim, N. D. A., Harun, J., & Arjunan, S. (2019). Exploring the digital game-based elements in mathematics education: A meta-analysis review. Universal Journal of Educational Research, 7(9A), 106-116.
  • Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609-1620. https://doi.org/10.1016/j.compedu.2008.03.003
  • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. https://doi.org/10.1016/j.iheduc.2004.12.001
  • Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4).
  • Liang, Y., Zhang, L., Long, Y., Deng, Q., & Liu, Y. (2019). Promoting effects of RtI-based mathematical play training on number sense growth among low-SES preschool children. Early Education and Development, 31(3), 335-353. DOI:10.1080/10409289.2019.1664261
  • Maloney, E. A., & Beilock, S. L. (2012). Math anxiety: Who has it, why it develops, and how to guard against it. Trends in Cognitive Sciences, 16(8), 404-406.
  • Marchis, I. (2011). Factors that influence secondary school students’ attitude towards mathematics. Procedia- Social and Behavioral Sciences, 29, 786-793.
  • Mayer, R. E. (1998). Cognitive, metacognitive, and motivational aspects of problem solving. Instructional Science, 26(1), 49-63.
  • Newman, M., & Gough, D. (2020). Systematic reviews in educational research: Methodology, perspectives and application. Springer.
  • Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.
  • Piaget , J. (1954). The construction of reality in the child , New York : Basic Books . (Original work published 1937)
  • Piaget , J. (1962 ). Play, dreams, and imitation in childhood , New York : Norton . (Original work published 1945)
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
  • Rawansyah, R., Pramudhita, A. N. & Pramitarini, Y. (2021, February). Enhancing student interest in learning through the development of serious mathematics games. The 2nd Annual Technology Applied Science and Engineering Conference (ATASEC 2020) Vol. 1073. In IOP Conference Series: Materials Science and Engineering (pp. 1-6). Malang, Indonesia: IOP Publishing. doi:10.1088/1757-899x/1073/1/012064
  • Rondina, J. Q., & Roble, D. B. (2019). Game-based design mathematics activities and students’ learning gains. The Turkish Online Journal of Design Art and Communication, 9(1), 1-7. https://dergipark.org.tr/tr/download/article-file/596837
  • Shaffer, D. W. (2006). How computer games help children learn. Palgrave Macmillan.
  • Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. In D. Ifenthaler, D. Eseryel, & X. Ge (Eds.), Assessment in game-based learning: Foundations, innovations, and perspectives (pp. 43-58). Springer.
  • Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate: Journal of Online Education, 1(6), 6.
  • Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning. Computers & Education, 110, 143-153.
  • Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Educause Review, 41(2), 16–30.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • 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.
  • Yıldırım, A., & Şimşek, H. (2021). Sosyal bilimlerde nitel araştırma yöntemleri (Scientific research methods in social sciences) (12th Ed). Seçkin Yayıncılık.
Year 2024, Volume: 5 Issue: 2, 45 - 56, 31.12.2024
https://doi.org/10.5281/zenodo.14599876

Abstract

References

  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Rothstein, H. R. (2008). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251
  • Artz, A. F., & Armour-Thomas, E. (1992). Development of a cognitive-metacognitive framework for protocol analysis of mathematical problem solving in small groups. Cognition and Instruction, 15(2), 137-175.
  • Ashcraft, M. H., & Krause, J. A. (2007). Working memory, math performance, and math anxiety. Psychonomic Bulletin & Review, 14(2), 243-248.
  • Boaler, J. (2016). Mathematical mindsets: Unleashing students' potential through creative math, inspiring messages, and innovative teaching. John Wiley & Sons. Daniel, B., & Harland, T. (2017). Higher education research methodology: A step-by-step guide to the research process. Routledge.
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). https://doi.org/10.1145/2181037.2181040
  • Dybå, T., & Dingsøyr, T. (2008). Empirical studies of agile software development: A systematic review. Information and Software Technology, 50(9-10), 833-859.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Human Behavior, 19(1), 199-219.
  • Gee, J. P. (2007). Good video games + good learning: Collected essays on video games, learning, and literacy. Peter Lang.
  • Hamari, J., Koivisto, J., & Sarsa, H. (2016). Does gamification work? A literature review of empirical studies on gamification. 47th Hawaii international conference on system sciences (pp. 3025-3034). IEEE.
  • Harikrishnan, H., Halim, N. D. A., Harun, J., & Arjunan, S. (2019). Exploring the digital game-based elements in mathematics education: A meta-analysis review. Universal Journal of Educational Research, 7(9A), 106-116.
  • Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609-1620. https://doi.org/10.1016/j.compedu.2008.03.003
  • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13-24. https://doi.org/10.1016/j.iheduc.2004.12.001
  • Kiili, K., Devlin, K., Perttula, A., Tuomi, P., & Lindstedt, A. (2015). Using video games to combine learning and assessment in mathematics education. International Journal of Serious Games, 2(4).
  • Liang, Y., Zhang, L., Long, Y., Deng, Q., & Liu, Y. (2019). Promoting effects of RtI-based mathematical play training on number sense growth among low-SES preschool children. Early Education and Development, 31(3), 335-353. DOI:10.1080/10409289.2019.1664261
  • Maloney, E. A., & Beilock, S. L. (2012). Math anxiety: Who has it, why it develops, and how to guard against it. Trends in Cognitive Sciences, 16(8), 404-406.
  • Marchis, I. (2011). Factors that influence secondary school students’ attitude towards mathematics. Procedia- Social and Behavioral Sciences, 29, 786-793.
  • Mayer, R. E. (1998). Cognitive, metacognitive, and motivational aspects of problem solving. Instructional Science, 26(1), 49-63.
  • Newman, M., & Gough, D. (2020). Systematic reviews in educational research: Methodology, perspectives and application. Springer.
  • Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1-12.
  • Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.
  • Piaget , J. (1954). The construction of reality in the child , New York : Basic Books . (Original work published 1937)
  • Piaget , J. (1962 ). Play, dreams, and imitation in childhood , New York : Norton . (Original work published 1945)
  • Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533
  • Rawansyah, R., Pramudhita, A. N. & Pramitarini, Y. (2021, February). Enhancing student interest in learning through the development of serious mathematics games. The 2nd Annual Technology Applied Science and Engineering Conference (ATASEC 2020) Vol. 1073. In IOP Conference Series: Materials Science and Engineering (pp. 1-6). Malang, Indonesia: IOP Publishing. doi:10.1088/1757-899x/1073/1/012064
  • Rondina, J. Q., & Roble, D. B. (2019). Game-based design mathematics activities and students’ learning gains. The Turkish Online Journal of Design Art and Communication, 9(1), 1-7. https://dergipark.org.tr/tr/download/article-file/596837
  • Shaffer, D. W. (2006). How computer games help children learn. Palgrave Macmillan.
  • Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. In D. Ifenthaler, D. Eseryel, & X. Ge (Eds.), Assessment in game-based learning: Foundations, innovations, and perspectives (pp. 43-58). Springer.
  • Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate: Journal of Online Education, 1(6), 6.
  • Sung, H. Y., Hwang, G. J., Lin, C. J., & Hong, T. W. (2017). Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning. Computers & Education, 110, 143-153.
  • Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Educause Review, 41(2), 16–30.
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • 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.
  • Yıldırım, A., & Şimşek, H. (2021). Sosyal bilimlerde nitel araştırma yöntemleri (Scientific research methods in social sciences) (12th Ed). Seçkin Yayıncılık.
There are 33 citations in total.

Details

Primary Language English
Subjects Mathematics Education
Journal Section Differentiated Instruction in Math Education
Authors

Şeyma Barboros This is me

Elif Saygı

Şeyma Şengil Akar 0000-0002-0032-7439

Early Pub Date December 29, 2024
Publication Date December 31, 2024
Submission Date October 9, 2024
Acceptance Date December 4, 2024
Published in Issue Year 2024 Volume: 5 Issue: 2

Cite

APA Barboros, Ş., Saygı, E., & Şengil Akar, Ş. (2024). Games in mathematics education: systematic literature review. Journal for the Mathematics Education and Teaching Practices, 5(2), 45-56. https://doi.org/10.5281/zenodo.14599876

JMETP is a nonprofit peer-reviewed scientific journal where mathematics education research is meticulously reviewed, and its visibility and citation potential are supported. It has introduced innovation to the field with the concept of the "Math Teaching Practices" article.