Systematic Reviews and Meta Analysis
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A Systematic Review of Digital Mathematics Game Articles Published in Peer-Reviewed Journals in Türkiye From 2005 to 2023

Year 2023, , 332 - 361, 25.10.2023
https://doi.org/10.54535/rep.1352845

Abstract

The current study aimed to provide a detailed synthesis of the literature on digital mathematics games and to gain an in-depth understanding of the current status of research on digital mathematics games. For this purpose, digital mathematics game articles published in peer-reviewed journals from 2005 to 2023 were systematically reviewed. To locate these articles, the following keywords were searched in TR Index, DergiPark Academic, and Google Scholar: “digital game”, “video game”, “computer game”, “interactive game”, “mobile game”, and “serious game”. The articles retrieved from the search were subjected to a two-stage screening process. First, the titles and abstracts of the articles were examined. Second, their full texts were examined. After the screening process, 26 articles that suited the purpose of the study were determined. Relevant data from the selected articles were extracted manually, recorded in an Excel spreadsheet, and finally synthesized. The findings were reported using the following research trends: (i) research aims, (ii) research methodologies, (iii) research participants, (iv) sample sizes, (v) designers of the digital mathematics games, (vi) environments used for designing digital mathematics games, and (vii) learning domains of the digital mathematics game topics. The findings are discussed based on the literature and implications for stakeholders are presented.

References

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Year 2023, , 332 - 361, 25.10.2023
https://doi.org/10.54535/rep.1352845

Abstract

References

  • Aldemir Engin, R. (2023). Matematik öğretmeni adaylarının dijital oyun tasarlama deneyimleri, görüş ve değerlendirmeleri: Draw Your Game örneği. Ordu Üniversitesi Sosyal Bilimler Enstitüsü Sosyal Bilimler Araştırmaları Dergisi, 13(1), 89–114. https://doi.org/10.48146/odusobiad.1103234
  • Ary, D., Jacobs, L. C., Sorensen, C. K., & Walker, D. (2014). Introduction to research in education (9th ed.). Wadsworth Cengage Learning.
  • Avcu, R., & Avcu, S. (2022). The methodological quality of experimental STEM education articles published in scholarly journals from 2014 to 2020. International Journal of Assessment Tools in Education, 9(2), 290–318. https://doi.org/10.21449/ijate.946743
  • Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2012). Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students. British Journal of Educational Technology, 43(6), 993–1003. https://doi.org/10.1111/j.1467-8535.2011.01269.x
  • Becker, K. (2017). Choosing and using digital games in the classroom: A practical guide. Springer.
  • Beserra, V., Nussbaum, M., Zeni, R., Rodriguez, W., & Wurman, G. (2014). Practicing arithmetic using educational video games with an interpersonal computer. Educational Technology and Society, 17(3), 343–358.
  • Borman, G. D., Slavin, R. E., Cheung, A., Chamberlain, A. M., Madden, N. A., & Chambers, B. (2005). Success for all: First-year results from the national randomized field trial. Educational Evaluation and Policy Analysis, 27(1), 1–22. https://doi.org/10.3102/01623737027001001
  • Byun, J., & Joung, E. (2018). Digital game-based learning for K–12 mathematics education: A meta-analysis. School Science and Mathematics, 118, 113–126. https://doi.org/10.1111/ssm.12271
  • Carr, J. M. (2012). Does math achievement h’APP’en when iPads and game-based learning are incorporated into fifth-grade mathematics instruction? Journal of Information Technology Education: Research, 11, 269–286.
  • Cheung, C. K., & Slavin, R. E. (2012). How features of educational technology applications affect student reading outcomes: A meta-analysis. Educational Research Review, 7(3), 198–215. https://doi.org/10.1016/j.edurev.2012.05.002
  • Cohen, L., Manion, L., & Morrison, K. (2018). Research methods in education (8th ed.). Routledge.
  • Corbin, J., & Straus, A. (2015). Basics of qualitative research: Techniques and procedures for developing grounded theory (4th ed.). Sage.
  • Council of Chief State School Officers. (2010). Common core state standards for mathematics. National Governors Association Center for Best Practices and the Council of Chief State School Officers.
  • Council of Chief State School Officers. (2023). Common core state standards. Retrieved August 16, 2023, from https://learning.ccsso.org/common-core-state-standards-initiative
  • Efron, S. E., & Ravid, R. (2019). Writing the literature review: A practical guide. The Guilford Press.
  • Foster, A., & Shah, M. (2020). Principles for advancing game-based learning in teacher education. Journal of Digital Learning in Teacher Education, 36(2), 84e95. https://doi.org/10.1080/21532974.2019.1695553
  • Fox, B. (2000). Conclusion. In B. Fox, A. Montague-Smith, & S. Wilkes (Eds.), Using ICT in primary mathematics: Practice and possibilities (pp. 139–142). David Fulton Publishers.
  • Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2023). How to design and evaluate research in education (11th ed.). McGraw Hill LLC.
  • Garneli, V., Giannakos, M., & Chorianopoulos, K. (2017). Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes. British Journal of Educational Technology, 48(3), 842–859. https://doi.org/10.1111/bjet.12455
  • Geary, D. C. (2011). Cognitive predictors of achievement growth in mathematics: A 5-year longitudinal study. Developmental Psychology, 47(6), 1539–1552. https://doi.org/10.1037/a0025510
  • Gredler, M. E. (2004). Games and simulations and their relationships to learning. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (2nd ed., pp. 571–581). Association for Educational Communications and Technology, Lawrence Erlbaum.
  • Greetham, B. (2021). How to write your literature review. Red Globe Press.
  • Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. Journal of the Learning Sciences, 20(2), 169–206. https://doi.org/10.1080/10508406.2010.508029
  • Hedges, L.V., & Schauer, J. (2018). Randomised trials in education in the USA. Educational Research, 60(3), 265–275. https://doi.org/10.1080/00131881.2018.1493350
  • Hsu, C. Y., Liang, J. C., Chai, C. S., & Tsai, C. C. (2013). Exploring preschool teachers’ technological pedagogical content knowledge of educational games. Journal of Educational Computing Research, 49(4), 461e479. https://doi.org/10.2190/ec.49.4.c
  • Hu, H., & Sperling, R. A. (2022). Pre-service teachers’ perceptions of adopting digital games in education: A mixed methods investigation. Teaching and Teacher Education, 120, 103876. https://doi.org/10.1016/j.tate.2022.103876
  • 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, 2859–2891. https://doi.org/10.1007/s10639-021-10721-x
  • Jensen, E. O., & Skott, C. K. (2022). How can the use of digital games in mathematics education promote students’ mathematical reasoning? A qualitative systematic review. Digital Experiences in Mathematics Education, 8(2), 183–212. https://doi.org/10.1007/s40751-022-00100-7
  • Jesson, J., Matheson, L., & Lacey, F. M. (2011). Doing your literature review: Traditional and systematic techniques. SAGE Publications Ltd.
  • Joung, E., & Byun, J. (2021). Content analysis of digital mathematics games based on the NCTM content and process standards: an exploratory study. School Science and Mathematics, 121(3), 127–142. https://doi.org/10.1111/ssm.12452
  • Kahn, K. S., Kunz, R., Kleijnen, J., & Antes, G. (2011). Systematic reviews to support evidence-based medicine (2nd ed.). Royal Society Medicine Press. Hodder & Stoughton Ltd.
  • Ke, F. (2008a). Computer games application within alternative classroom goal structures: Cognitive, metacognitive, and affective evaluation. Educational Technology Research & Development, 56(5/6), 539–556. https://doi.org/10.1007/s11423-008-9086-5
  • Ke, F. (2008b). A case study of computer gaming for math: Engaged learning from gameplay? Computers & Education, 51(4), 1609–1620. https://doi.org/10.1016/j.compedu.2008.03.003
  • Ke, F. (2008c). Alternative goal structures for computer game-based learning. International Journal of Computer-Supported Collaborative Learning, 3, 429–445. https://doi.org/10.1007/s11412-008-9048-2
  • Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Ferdig (Ed.), Handbook of research on effective electronic gaming in education (pp. 1–32). Hershey.
  • Ke, F. (2016). Designing and integrating purposeful learning in game play: A systematic review. Educational Technology Research and Development, 64, 219–244. https://doi.org/10.1007/s11423-015-9418-1
  • Ke, F., & Abras, T. (2013). Games for engaged learning of middle school children with special learning needs. British Journal of Educational Technology, 44(2), 225–242. https://doi.org/10.1111/j.1467-8535.2012.01326.x
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Details

Primary Language English
Subjects Mathematics Education
Journal Section Articles
Authors

Seher Avcu 0000-0003-4938-7325

Early Pub Date October 23, 2023
Publication Date October 25, 2023
Published in Issue Year 2023

Cite

APA Avcu, S. (2023). A Systematic Review of Digital Mathematics Game Articles Published in Peer-Reviewed Journals in Türkiye From 2005 to 2023. Research on Education and Psychology, 7(Special Issue 2), 332-361. https://doi.org/10.54535/rep.1352845

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