Corpus ID: 505897

Computer Games for the Math Achievement of Diverse Students

  title={Computer Games for the Math Achievement of Diverse Students},
  author={Sunha Kim and Mido Chang},
  journal={J. Educ. Technol. Soc.},
Introduction As a way to improve student academic performance, educators have begun paying special attention to computer games (Gee, 2005; Oblinger, 2006). Reflecting the interests of the educators, studies have been conducted to explore the effects of computer games on student achievement. However, there has been no consensus on the effects of computer games: Some studies support computer games as educational resources to promote students' learning (Annetta, Mangrum, Holmes, Collazo, & Cheng… Expand
Influence of online computer games on the academic achievement of nontraditional undergraduate students
Abstract Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom. Though games can be used toExpand
Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games
  • P. Backlund, M. Hendrix
  • Computer Science
  • 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)
  • 2013
A meta-analysis of the effectiveness of game-based learning in education in the last decade is presented and focuses on usage in formalized school contexts, i.e. pre-school, elementary school, secondary school, high school and higher education. Expand
Serious Games in Education
This study investigates to what extent serious game s support learning processes. We compared the abilities of two groups of high sch ool students to answer questions on a subject that they wereExpand
Understanding the relationships between interest in online math games and academic performance
  • M. Zhang
  • Computer Science, Mathematics
  • J. Comput. Assist. Learn.
  • 2015
A significant negative correlation between search volumes for the game site in the 50 states in the USA and 4th grade students' performance in mathematics and reading is found. Expand
The purpose of this research is to examine the influence of a special education program, incorporating online digital games, on the understanding of basic mathematical concepts by students with mildExpand
The Effect of Teaching Mathematics using Interactive Video Games on the Fifth Grade Students' Achievement
The aim of this study is to investigate the effect of teaching math subject using interactive video games on the fifth grade students ’achievement. This study was conducted in one basic privateExpand
Educational Math Game Software: A Supporting Tool for First Grade Students' Achievement
Learning at a young age is a critical factor in the development of the mind. In this paper, we aim to clarify the effects of using computer-based mathematical games to improve students’ performanceExpand
Evaluating the impact of individual and collective electronic games on mathematical learning achievement in primary school
This thesis describes research that aimed to assess the impact of Educational Electronic Games (EEG) on mathematics learning in primary schools when learning takes place on an individual orExpand
The effect of game-based learning on academic achievement motivation of elementary school students
Abstract Game-Based Learning is widespread among elementary school students. Consequences in academic achievement motivation have been studied frequently. The aim of this study was to test theExpand
The effects of an educational video game on mathematical engagement
Overall engagement and three sub-domains of engagement as outcome variables were examined after ten sessions of treatment with fifth grade students and showed that both male and female the video game group had slight increases in all engagement levels while students, particularly male, in the paper-and-pencil drill group displayed large decreases. Expand


Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educationalExpand
Beyond Nintendo: design and assessment of educational video games for first and second grade students
Positive effects on motivation and classroom dynamics, indicate that the introduction of educational video games can be a useful tool in promoting learning within the classroom. Expand
Girls and Gaming: A Summary of the Research with Implications for Practice.
The major findings from this body of research into thematic issues are organized and the practical implications of each issue for teachers, librarians, parents, and other adults who work to connect girls to computer technology are considered. Expand
Games and Learning.
Most games were not designed to be educational, yet they are immersive, experiential learning environments that carry enormous potential to draw students into a topic and help them learn information, skills, attitudes, and ways of thinking. Expand
A case study of computer gaming for math: Engaged learning from gameplay?
  • Fengfeng Ke
  • Computer Science, Mathematics
  • Comput. Educ.
  • 2008
The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students' cognitive test performance or metacognitive awareness development. Expand
Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis
It was found that across people and situations, games and interactive simulations are more dominant for cognitive gain outcomes, however, consideration of specific moderator variables yielded a more complex picture. Expand
Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
The results suggest that within high school CS, educational computer games can be exploited as effective and motivational learning environments, regardless of students' gender. Expand
Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom
The purpose of this study was to examine students' learning of simple machines, a fifth‐grade (ages 10–11) forces and motion unit, and student engagement using a teacher‐created MultiplayerExpand
Gender differences in game activity preferences of middle school children: implications for educational game design
Educators and learning theorists suggest that play is one of the most important venues for learning, and games a useful educational tool. This study considers game activity preferences of middleExpand
Challenges in Linguistically and Culturally Diverse Elementary Settings with Math Instruction using Learning Technologies
This research effort reports the findings of an empirical study focusing on the ways in which technological tools are implemented specifically in mathematics education in a Title I school. TheExpand