2016
DOI: 10.17083/ijsg.v3i4.112
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Digital games and learning mathematics: Student, teacher and parent perspectives

Abstract: The purpose of this study was to explore the potential use of digital games in learning mathematics at secondary school level in Malaysia. Three secondary school students, three mathematics teachers and three parents were interviewed in this study. All the participants were asked for their views and experiences in mathematics, technology usage and the use of digital games in learning mathematics. The results suggested that students were supportive and positive towards the use of computer games in learning math… Show more

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Cited by 22 publications
(16 citation statements)
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“…Studies have also found that while most students are initially highly involved, engagement decreases in the latter part of the semester (Deater-Deckard, Mallah, Evans, & Norton, 2014). Studies have also suggested that teachers and parents tend to prefer traditional teaching methods (Yong, Gates, & Harrison, 2016). While many studies have focused on game-based learning's effectiveness in math classrooms, few have investigated teachers' and students' perceptions and experiences of it or the associated challenges.…”
mentioning
confidence: 99%
“…Studies have also found that while most students are initially highly involved, engagement decreases in the latter part of the semester (Deater-Deckard, Mallah, Evans, & Norton, 2014). Studies have also suggested that teachers and parents tend to prefer traditional teaching methods (Yong, Gates, & Harrison, 2016). While many studies have focused on game-based learning's effectiveness in math classrooms, few have investigated teachers' and students' perceptions and experiences of it or the associated challenges.…”
mentioning
confidence: 99%
“…The lack of numeracy programming for teens raises an important question. While teens generally are disinclined towards mathematics (Woodward, Beswick, & Oates, 2018;Yong, Gates, & Harrison, 2016), another contributing factor may be staff expertise. Teenagers would generally be in need of programming dealing with higher level forms of numeracy (e.g., calculus), and it is possible that there is a gap in staff expertise to deliver such programming.…”
Section: Discussionmentioning
confidence: 99%
“…The results revealed that video games as a supplementary activity to classroom learning bring significant and positive effect on students retention as compared to students who rely only upon formal classroom instructions. However, Su-Ting et al [19] developed a study to explore the potential use of digital games in learning mathematics at the secondary school level in Malaysia. Their results suggested that students like the use of computer games in learning mathematics, but the parents preferred conventional teaching approach, while the teachers did not go on to oppose the idea of using computer games for teaching mathematics.…”
Section: Related Workmentioning
confidence: 99%