Designing and using learning games for third graders to enhance mathematics performance and motivation

Ngoc Dan Nguyen1,, Bao Chau Tuong1
1 Primary Education Department, Ho Chi Minh City University of Education, Vietnam

Main Article Content

Abstract

Within the dynamic realm of competency-based education, the establishment of meaningful and engaging learning environments is crucial. Consequently, there has been an increasing scholarly interest in exploring the utilization of games in teaching and learning. However, most games in recent research aim to engage students in practice-and-drill activities. Our research focuses on the application of manually designed learning games, based on the Experiential Learning Theory, within a primary school in Ho Chi Minh City, involving 208 third-grade students. Using a quasi-experimental design with a pre-post intervention evaluation, the study aims to assess the impact of these games on students' academic performance in mathematics and their motivation towards the subject. The findings, derived from quantitative data analysis, reveal significant improvements in both academic performance and motivation post-intervention. This research contributes to the growing body of knowledge on gamified learning and offers practical methods to integrate student engagement. It underscores the value of well-structured, theoretically grounded learning games as an effective tool in modern educational practices, especially for complex subjects like mathematics at the elementary level.

Article Details

References

Bartfay, W. J., & Bartfay, E. (1994). Promoting health in schools through a board game. Western Journal of Nursing Research, 16(4), 438-446. https://doi.org/10.1177/019394599401600408.
Blasco-Fontecilla, H., Gonzalez-Perez, M., Garcia-Lopez, R., Poza-Cano, B., Perez-Moreno, M. R., De Leon-Martinez, V., & Otero-Perez, J. (2016). Eficacia del ajedrez en el tratamiento del trastorno por déficit de atención e hiperactividad: un estudio prospectivo abierto. Revista de Psiquiatria y Salud Mental, 9(1), 13-21. https://doi.org/10.1016/j.rpsm.2015.02.003.
Burgun, K. (2013). Game Design Theory: A New Philosophy for Understanding Games. CRC Press.
Chen, P. Y., Hwang, G. J., Yeh, S. Y., Chen, Y. T., Chen, T. W., & Chien, C. H. (2022). Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review. Journal of Computers in Education, 9(3), 455-476. https://doi.org/10.1007/s40692-021-00210-y.
Creswell, J. W., & Guetterman, T. C. (2018). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (6th Ed.). Pearson.
Denham, A., Mayben, R., & Boman, T. (2016). Integrating game-based learning initiative: Increasing the usage of game-based learning within K-12 classrooms through professional learning groups. Techtrends 60, 70-76.
Doan, T. V., Nguyen, P. L. Q., & Nguyen, T. H. (2023). Bingo games and application in the organization of 2nd grade experiential learning activities. Vietnam Journal of Science, Technology and Engineering , 148, 69-74. https://bingobaker.com/.
Fang, M., Tapalova, O., Zhiyenbayeva, N., & Kozlovskaya, S. (2022). Impact of digital game-based learning on the social competence and behavior of pre-schoolers. Education and Information Technologies, 1-14. https://doi.org/10.21203/rs.3.rs-707659/v1.
Girard, C., Ecalle, J., & Magnant, A. (2013). Serious games as new educational tools: How effective are they? A meta-analysis of recent studies. Journal of Computer Assisted Learning, 29(3), 207–219. https://doi.org/10.1111/j.1365-2729.2012.00489.x.
Ho, T. M. P., Hoang, T. T., & Tran, N. A. (2017). Design and organization of learning games in elementary school mathematical symbols for elementary school children. TNU Journal of Science and Technology, 172, 205-210.
Hoang, N. A., Nguyen, T. M., & Tran, T. B. H. (2013). Experimental construction of an online game to improve learning effectiveness comparing and ordering numbers content in primary school math. Vietnam Journal of Education, 323, 41-43.
Hussein, M. H., Ow, S. H., Elaish, M. M., & Jensen, E. O. (2022). Digital game-based learning in K-12 mathematics education: A systematic literature review. Education and Information Technologies, 27(2), 2859–2891. https://doi.org/10.1007/s10639-021-10721-x.
Iizuka, A., Suzuki, H., Ogawa, S., Kobayashi-Cuya, K. E., Kobayashi, M., Takebayashi, T., & Fujiwara, Y. (2018). Pilot randomized controlled trial of the GO game intervention on cognitive function. American Journal of Alzheimer’s Disease and Other Dementias, 33(3), 192-198. https://doi.org/10.1177/1533317517753362.
Jääskä, E., Lehtinen, J., Kujala, J., & Kauppila, O. (2022). Game-based learning and students’ motivation in project management education. Project Leadership and Society, 3. https://doi.org/10.1016/j.plas.2022.100055.
Johnson, B., & Christensen, L. (2016). Educational research: Quantitative, qualitative, and mixed approaches (6th Ed.). SAGE Publications, Inc.
Juul, J. (2005). Half-real - Video games between real rules and fictional worlds. The MIT Press Cambridge.
Karbownik, M. S., Wiktorowska-Owczarek, A., Kowalczyk, E., Kwarta, P., Mokros, L., & Pietras, T. (2016). Board game versus lecture-based seminar in the teaching of pharmacology of antimicrobial drugs-a randomized controlled trial. FEMS Microbiology Letters, 363(7), 1–9. https://doi.org/10.1093/femsle/fnw045.
Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers and Education, 55(2), 427-443. https://doi.org/10.1016/j.compedu.2010.02.007.
Kim, S. H., Han, D. H., Lee, Y. S., Kim, B. N., Cheong, J. H., & Han, S. H. (2014). Baduk (the Game of Go) improved cognitive function and brain activity in children with attention deficit hyperactivity disorder. Psychiatry Investigation, 11(2), 143-151.
Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. MA: The Education Arcade.
Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.
Laurens, T., Batlolona, F. A., Batlolona, J. R., & Leasa, M. (2018). How does realistic mathematics education (RME) improve students’ mathematics cognitive achievement? Eurasia Journal of Mathematics, Science and Technology Education, 14(2), 569-578. https://doi.org/10.12973/ejmste/76959.
Le, T. T. T. (2023). Research and exchange learning games to create interest in learning math for students in primary school. Vietnam Journal of Science, Technology and Engineering, 146, 87-91.
Lin, Q., Cao, Y., & Gao, J. (2015). The impacts of a GO-game (Chinese chess) intervention on alzheimer disease in a Northeast Chinese population. Frontiers in Aging Neuroscience, 7. https://doi.org/10.3389/fnagi.2015.00163.
Lin, Y. T., & Cheng, C. Te. (2022). Effects of technology-enhanced board game in primary mathematics education on students’ learning performance. Applied Sciences, 12(22). https://doi.org/10.3390/app122211356.
Lin, Y. T., & Wang, T. C. (2022). A study of primary students’ technology acceptance and flow state when using a technology-enhanced board game in mathematics education. Education Sciences, 12(11). https://doi.org/10.3390/educsci12110764.
Martins, F. D. P., Leal, L. P., Linhares, F. M. P., Santos, A. H. da S., Leite, G. de O., & Pontes, C. M. (2018). Effect of the board game as educational technology on schoolchildren’s knowledge on breastfeeding. Revista Latino-Americana de Enfermagem, 26. https://doi.org/10.1590/1518-8345.2316.3049.
Meier, S. (2020). Sid Meier’s Memoir!: A life in computer games. WW Norton & Company.
Ministry of Education and Training. (2021). Official Dispatch 2345 - Appendix 3 .
Nguyen, M. G., Pham, H. P., Nguyen, A. T, & Vu, N. H. (2022). Designing and organizing games in teaching math at the early primary level. Vietnam Journals Online, 53, 12-19.
Nguyen, N. Q. (2023). Organize folk games in children’s activities in primary schools. Journal of Educational Equipment: Applied Research, 284(1), 111-113. www.tapchithietbigiaoduc.vn.
Nguyen, Q. H., & Hua, M. L. (2022). Integrating stories and mathematical games in teaching mathematics for 3rd and 4th grade. Dong Thap University Journal of Science, 11(4), 41-50. https://doi.org/10.52714/dthu.11.4.2022.965.
Panphunpho, S., Thavichachart, N., & Kritpet, T. (2013). Positive effects of Ska game practice on cognitive function among older adults. Journal of the Medical Association of Thailand Chotmaihet Thangphaet, 96(3), 358-364.
Park, J., & Lee, K. (2017). Using board games to improve mathematical creativity. International Journal of Knowledge and Learning, 12(1), 49-58.
Pham, H. L., & Ngo, T. T. P. (2015). Designing math learning games to support third graders with Dyscalculia. Science Journal at HCMC University of Education, 6(71), 11-125.
Pham, T. T. (2018). Organizing activities to enhance studying Vietnamese for grade 1 students. Can Tho University Journal of Science, 54(9C), 113-119. https://doi.org/10.22144/ctu.jvn.2018.167.
Pham, T. T. (2017). Designing a learning game with the content of forming symbols about shapes for preschool children 5-6 years old in the direction of developing observational capacity. Vietnam Journal of Education, Special Vol (1), 13-16.
Powers, F. E., & Moore, R. L. (2021). When failure is an option: a scoping review of failure states in game-based learning. TechTrends, 65(4), 615-625. https://doi.org/10.1007/s11528-021-00606-8/Published.
Sala, G., & Gobet, F. (2017). Does chess instruction improve mathematical problem-solving ability? Two experimental studies with an active control group. Learning & Behavior, 45(4), 414-421. https://doi.org/10.3758/s13420-017-0280-3.
Sala, G., Gorini, A., & Pravettoni, G. (2015). Mathematical problem-solving abilities and chess: An experimental study on young pupils. SAGE Open, 5(3), 1-9. https://doi.org/10.1177/2158244015596050.
Schell, J. (2008). Art of Game Design: A Book of Lenses. CRC Press.
Sousa, C., Rye, S., Sousa, M., Torres, P. J., Perim, C., Mansuklal, S. A., & Ennami, F. (2023). Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches. Frontiers in Psychology, 14, 1-12. https://doi.org/10.3389/fpsyg.2023.1160591.
Suits, B., & Hurka, T. (1978). The grasshopper: Games, life and utopia. Broadview Press.
Suzanne Zeedyk, M., Wallace, L., Carcary, B., Jones, K., & Larter, K. (2001). Children and road safety: Increasing knowledge does not improve behaviour. British Journal of Educational Psychology, 71(4), 573-594. https://doi.org/10.1348/000709901158686.
Tran, T. K. L. (2021). Building a math game system for first grade students. Ho Chi Minh University of Education.
Tran, T. N. T. (1999). Designing and employing educational games to enhance the abstract thinking abilities of preschoolers (ages 5-6). In Education Research Journal.
Tran, T. T. (2019). Select and apply motion games during extracurricular hours for elementary school students in grade 2 in Thai Nguyen Province. TNU Journal of Science and Technology, 201(08), 205-209. http://jst.tnu.edu.vn.
Viggiano, A., Viggiano, E., Di Costanzo, A., Viggiano, A., Andreozzi, E., Romano, V., Rianna, I., Vicidomini, C., Gargano, G., Incarnato, L., Fevola, C., Volta, P., Tolomeo, C., Scianni, G., Santangelo, C., Battista, R., Monda, M., Viggiano, A., De Luca, B., & Amaro, S. (2015). Kaledo, a board game for nutrition education of children and adolescents at school: cluster randomized controlled trial of healthy lifestyle promotion. European Journal of Pediatrics, 174(2), 217-228. https://doi.org/10.1007/s00431-014-2381-8.
Villa III, A. M., Sedlacek, Q. C., & Pope, H. Y. (2023). I DiG STEM: A teacher professional development on equitable digital game-based learning. Education Sciences, 13(9), 1-23. https://doi.org/10.3390/educsci13090964.
Vu, H. S. (2017). Design and use learning games in teaching history for grade 4 with the support of Violet software. Vietnam Journal of Education, Special Vol(October), 98-101.