2015
DOI: 10.1007/s10639-015-9382-8
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The effects of an educational video game on mathematical engagement

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Cited by 29 publications
(25 citation statements)
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References 20 publications
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“…Ku, Chen, Wu, Lao, and Chan (2014) found significant differences in confidence and mathematical ability gains between game-playing fourth-grade students and those undertaking traditional instruction, and found these differences to be most pronounced among students with the lowest starting ability levels. Another study from Chang et al (2016) documented an increase in learning engagement of fifth grade students in mathematics classrooms across five schools in eastern United States (U.S.), compared to classrooms that implemented paper and pencil learning. At the college level, Almeida (2012) discovered that undergraduate students at an eastern U.S. university acquired factual knowledge concerning information processing using computer-based games.…”
Section: Introductionmentioning
confidence: 99%
“…Ku, Chen, Wu, Lao, and Chan (2014) found significant differences in confidence and mathematical ability gains between game-playing fourth-grade students and those undertaking traditional instruction, and found these differences to be most pronounced among students with the lowest starting ability levels. Another study from Chang et al (2016) documented an increase in learning engagement of fifth grade students in mathematics classrooms across five schools in eastern United States (U.S.), compared to classrooms that implemented paper and pencil learning. At the college level, Almeida (2012) discovered that undergraduate students at an eastern U.S. university acquired factual knowledge concerning information processing using computer-based games.…”
Section: Introductionmentioning
confidence: 99%
“…In addition, 8 studies used questionnaires, and 2 studies used game log data. [6], [13], [27], [28], [15], [14], [16], [7] Science Direct [18] ERIC [23], [33], [29] ACM [19], [26], [31], [34], [20], [21], [8] Springer Link Questionaire [10]-[12] IEEE 8 [28] Science Direct [17] ERIC [25], [31] ACM [21] Springer Link Log [23], [32] ACM 2…”
Section: Rq3 What Evaluation Methods Is Used To Measure the Results Omentioning
confidence: 99%
“…The following is a discussion of the answers to the research questions. ERIC [23], [25] ACM understanding [4], [9], [10], [5], [12], [22] IEEE 12 [6] ScienceDirect [19], [26], [8], [20], [21] SpringerLink skill improvement [13], [27], [28], [14], [15], [16], [7], ScienceDirect 11 [18], ERIC [23], [29], [24], ACM Enjoyment [25], ACM 2 [20] SpringerLink Attraction [11] IEEE 1 knowledge acquisition [13] ScienceDirect 3 [17] ERIC [30] ACM…”
Section: Articles That Answer the Research Questionsmentioning
confidence: 99%
“…Although the engagement and motivational power of video games are well documented, such as by Jabbar and Felicia () and Chang et al (), research into elements of computer games that lead to educational benefits is not as extensive. In the domain of fractions, Riconscente () found numerous apps and games that attempt to cover fractions; however, they found no published results regarding actual educational benefits.…”
Section: Existing Workmentioning
confidence: 99%