2019
DOI: 10.13189/ujer.2019.071613
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Exploring the Digital Game-Based Elements in Mathematics Education: A Meta-Analysis Review

Abstract: This paper is an attempt to analyze critically the existing empirical studies of digital game-based learning courseware in Mathematics education. The major purpose of this meta-analysis is to identify effective game-based element to customize an engaging learning courseware. The meta-analysis was done focusing on Mathematical subjects to understand how digital game-based learning affects the learners' knowledge in mastering new Mathematical concepts. This article review is comprised of 17 empirical studies whi… Show more

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Cited by 5 publications
(3 citation statements)
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“…The high learning value helps students improve math, group work, and decisionmaking. This also helps students work independently (Harikrishnan et al, 2019). Game-based learning is fun and can help students develop cognitive skills like math by challenging them in the game and in real life.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The high learning value helps students improve math, group work, and decisionmaking. This also helps students work independently (Harikrishnan et al, 2019). Game-based learning is fun and can help students develop cognitive skills like math by challenging them in the game and in real life.…”
Section: Discussionmentioning
confidence: 99%
“…Game-based learning fits the digital age. According to Harikrishnan et al (2019), the game-based learning model attracts and engages users to build knowledge and skills. Exercises will help students win.…”
mentioning
confidence: 99%
“…Games can be performed individually or in groups; cooperative games, competitive games, strategy games, sports games, games based on luck, entertainment, or educational games; games held indoors or outdoors; It can be classified into different types as games performed with various materials and tools (Ergül ve Erşen, 2023;Harikrishnan, Noor, Jamalludin and Shalini, 2019). Games that vary with age group, area of interest and cultural factors (Hussein, 2023) and are used in education systems to develop skills, gain knowledge, and support learning processes are called educational games (Demirel, Seferoğlu ve Yağcı, 2004).…”
Section: Introductionmentioning
confidence: 99%