2021
DOI: 10.3390/su13126586
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Serious Games and Mathematical Fluency: A Study from the Gender Perspective in Primary Education

Abstract: In recent years, serious games offer great opportunities for learning processes at schools. However, it is unclear whether this type of proposals can offer differentiated answers among the students according to their gender. In this context, the aim of this paper is to know the possible differences that occur in primary school classrooms according to gender, with serious games designed for the development of mathematical fluency, and to examine to what extent these games contribute to the overall school perfor… Show more

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Cited by 5 publications
(3 citation statements)
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“…Gaming seems like a promising medium to bridge the curriculum, content, and persuasive element of the technology into a unified medium of effective education. Throughout the years, studies had been done upon the effect of gaming on academic achievement [2], psychological health [3], educational outcome [4], mathematics [5] [6], science [7] [8], and language [9]. The integration of game into teaching and learning of various subjects had been discussed for many years and lately it becomes a new practice among teachers.…”
Section: Introductionmentioning
confidence: 99%
“…Gaming seems like a promising medium to bridge the curriculum, content, and persuasive element of the technology into a unified medium of effective education. Throughout the years, studies had been done upon the effect of gaming on academic achievement [2], psychological health [3], educational outcome [4], mathematics [5] [6], science [7] [8], and language [9]. The integration of game into teaching and learning of various subjects had been discussed for many years and lately it becomes a new practice among teachers.…”
Section: Introductionmentioning
confidence: 99%
“…Three subjects are often involved in previous studies that have two types of learning. Research subjects frequently involved are pre-service elementary education teachers (García-Ceberino, Feu, Gamero, & Ibáñez, 2021;M Martín del Pozo, Basilotta Gómez-Pablos, & García-Valcárcel Muñoz-Repiso, 2017;Mee Mee et al, 2020;Perera & Hervás-Gómez, 2021), primary school teachers (Fraga-Varela, Vila-Couñago, & Rodríguez-Groba, 2021;Susman & Pavlin, 2020;Yaşar, Kıyıcı, & Karataş, 2020), and primary school children (Chiazzese, Fulantelli, Pipitone, & Taibi, 2018;Kayumova, Gainullina, Akhmadieva, Matvienko, & Kabakhidze, 2021). This learning is also related to mobile learning which is considered to be able to penetrate space and time (Jen- Yi, Chuan-His, & Yi-Hsin, 2020), and e-learning which is promoted to increase student motivation, engagement, and learning (T. Alshammari, 2020).…”
Section: Figure 8 the Main Fields Of Study That Use Games In Their Le...mentioning
confidence: 99%
“…Efforts to apply elements of sustainability goals in mathematics education is a fairly new phenomenon, though it is gaining momentum to meet the needs of the 21st century student. For instance, researchers have utilized the benefits of sustainability goals in student mathematical achievement [6][7][8], while others have explored the notion of sustainability goals to prepare future mathematics teachers in teacher education programs [9][10][11]. Some have even implemented sustainability goals to further the benefits on STEM education [12][13][14].…”
Section: Introductionmentioning
confidence: 99%