UPSI Digital Repository (UDRep)

Online game-based learning in mathematics education among Generation Z: A systematic review

AVAILABLE Article 621 Views
Scan QR Code to share or view item link:

Digital Assets & Download Files
Login required to access this item.
General Information Cached
Title
Online game-based learning in mathematics education among Generation Z: A systematic review
Type
Article
Main Author
Nurihan Nasir
Subject
Q Science (General)
ISBN
1306-3030
Language Code
eng
Bibliographic Details
Place of Production
Tanjung Malim
Publisher
Fakulti Sains & Matematik
Year of publication
2024
Notes
International Electronic Journal of Mathematics Education
Dissertation Note
Other
Degree Type
Others
Corporate Name
Universiti Pendidikan Sultan Idris

Abstract

In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance their educational progress. The primary goal of this study was to examine recent research endeavors involving the use of online GBL in mathematics education for Generation Z cohort. To achieve this objective, a systematic review (SR) was carried out to investigate the types of online games employed, analyze previous research methodologies, and explore the educational contexts relevant to mathematics education that align with the needs of Generation Z. An SR process was conducted to gather relevant articles from three databases, namely Science Direct, Scopus, and Springer. Full-text articles were meticulously assessed based on predetermined eligibility criteria. The review revealed many online games suitable for mathematics education, including Augmented Reality, Digital Inquiry Game, E-Rebuild, Math-Island Game, NanoRoboMath, Quizizz, and Wuzzit Trouble. The incorporation of online games in mathematics education offers numerous advantages. © 2024 by Author/s and Licensed by Modestum.

References

Albano, G., Arzarello, F., & Dello Iacono, U. (2020). Digital inquiry through games. Technology, Knowledge and Learning, 26, 577-595. https://doi.org/10.1007/s10758-020-09459-1.

Bhagat, K. K., Yang, F.-Y., Cheng, C.-H., Zhang, Y., & Liou, W.-K. (2021). Tracking the process and motivation of math learning with augmented reality. Educational Technology Research and Development, 69(6), 3153-3178. https://doi.org/10.1007/s11423-021-10066-9.

Bonner, D., & Dorneich, M. C. (2021). Increasing female middle school student interest in STEM: Requirements for game-based learning applications. International Journal of Engineering Education, 37(1), 133-146.

Brezovszky, B., McMullen, J., Veermans, K., M. Hannula-Sormunen, M., Rodríguez-Aflecht, G., Pongsakdi, N., Laakkonen, E., & Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers and Education, 128, 63-74. https://doi.org/10.1016/j.compedu.2018.09.011.

Celik, H. C. (2020). The effect of modelling, collaborative and game-based learning on the geometry success of third-grade students. Education and Information Technologies, 25(1), 449-469. https://doi.org/10.1007/s10639-019-09983-3.

Halloluwa, T., Vyas, D., Usoof, H., & Hewagamage, K. P. (2018). Gamification for development: A case of collaborative learning in Sri Lankan primary schools. Personal and Ubiquitous Computing, 22(2), 391-407. https://doi.org/10.1007/s00779-017-1073-6.

Hidayat, R., & Wardat, Y. (2023). A systematic review of augmented reality in science, technology, engineering and mathematics education. Education and Information Technologies. https://doi.org/10.1007/s10639-023-12157-x.

Hidayat, R., Adnan, M., & Abdullah, M. F. N. L. (2022). A systematic literature review of measurement of mathematical modeling in mathematics education context. EURASIA Journal of Mathematics, Science and Technology Education, 18(5), em2108. https://doi.org/10.29333/ejmste/12007.

Hofman, D. L., Paek, S., Zhou, Z., & Turkay, S. (2020). Motivation outcomes in math related video games. Technology, Knowledge and Learning, 26, 637-659. https://doi.org/10.1007/s10758-020-09450-w.

Hulse, T., Daigle, M., Manzo, D., Braith, L., Harrison, A., & Ottmar, E. (2019). From here to there! Elementary: A game-based approach to developing number sense and early algebraic understanding. Educational Technology Research and Development, 67(2), 423-441. https://doi.org/10.1007/s11423-019-09653-8.

Jabar, J. M., Hidayat, R., Samat, N. A., Rohizan, M. F. H., Rosdin, N. A., Salim, N., & Norazhar, S. A. (2022). Augmented reality learning in mathematics education: A systematic literature review. Journal of Higher Education Theory & Practice, 22(15), 183-202. https://doi.org/10.33423/jhetp.v22i15.5570.

Kannadass, P., Hidayat, R., Siregar, P. S., & Husain, A. P. (2023). Relationship between computational and critical thinking towards modelling competency among pre-service mathematics teachers. TEM Journal, 12(3), 1370-1382. https://doi.org/10.18421/tem123-17.

Kärki, T., McMullen, J., & Lehtinen, E. (2021). Improving rational number knowledge using the NanoRoboMath digital game. Educational Studies in Mathematics, 110(1), 101-123. https://doi.org/10.1007/s10649-021-10120-6.

Ke, F. (2019). Mathematical problem solving and learning in an architecture-themed epistemic game. Educational Technology Research and Development, 67(5), 1085-1104. https://doi.org/10.1007/s11423-018-09643-2.

Ke, F., & M. Clark, K. (2018). Game-based multimodal representations and mathematical problem solving. International Journal of Science and Mathematics Education, 18(1), 103-122. https://doi.org/10.1007/s10763-018-9938-3.

Ke, F., M. Clark, K., & Uysal, S. (2019). Architecture game-based mathematical learning by making. International Journal of Science and Mathematics Education, 17(S1), 167-184. https://doi.org/10.1007/s10763-019-09996-x.

Man, M. Z. G., Hidayat, R., Kashmir, M. K., Suhaimi, N. F., Adnan, M., & Saswandila, A. (2022). Design thinking in mathematics education for primary school: A systematic literature review. Alifmatika: Jurnal Pendidikan Dan Pembelajaran Matematika [Alifmatika: Journal of Mathematics Education and Learning], 4(1), 17-36. https://doi.org/10.35316/alifmatika.2022.v4i1.17-36.


Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.