Skip to main content
Log in

Impact of online flexible games on students’ attitude towards mathematics

  • Research Article
  • Published:
Educational Technology Research and Development Aims and scope Submit manuscript

Abstract

This study examined the effects of using an online flexible educational game on students’ attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game’s effectiveness on changing students’ attitude. The participants of the study were 79 students who were randomly assigned to a control and treatment group, as well as four coordinator teachers. The game was configurable and it was used as a supplementary teaching method. The intervention lasted 14 weeks and the data collection was based on quantitative measures and interviews. The results of the analysis indicated that the game approach was effective on improving students’ attitude towards mathematics and that it also resulted in better learning outcomes in the treatment group as compared to that of the control group. Furthermore, it was shown that the gender of the students did not influence the positive effect of the game on students’ attitude. These results suggest that the incorporation of flexible games into the traditional teaching of mathematics could possibly bring beneficial effects.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

References

  • Admiraal, W., Huizenga, J., Heemskerk, I., Kuiper, E., Volman, M., & ten Dam, G. (2014). Gender-inclusive game-based learning in secondary education. International Journal of Inclusive Education, 18(11), 1208–1218.

    Article  Google Scholar 

  • Aiken, L. R., Jr., & Dreger, R. M. (1961). The effect of attitudes on performance in mathematics. Journal of Educational Psychology, 52(1), 19–24.

    Article  Google Scholar 

  • Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53(1), 74–85.

    Article  Google Scholar 

  • Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.

    Article  Google Scholar 

  • Bonanno, P., & Kommers, P. A. M. (2008). Exploring the influence of gender and gaming competence on attitudes towards using instructional games. British Journal of Educational Technology, 39(1), 97–109.

    Google Scholar 

  • Boone, H. N., Jr., & Boone, D. A. (2012). Analyzing Likert Data. Journal of Extension, 50(2), n2.

    Google Scholar 

  • Chamberlin, S. A. (2010). A review of instruments created to assess affect in mathematics. Journal of Mathematics Education, 3(1), 167–182.

    Google Scholar 

  • Chen, H. H.-J., & Yang, C. T.-Y. (2013). The impact of adventure video games on foreign language learning and the perceptions of learners [Special issue: Edutainment 2011 Conference]. Interactive Learning Environments, 21(2), 129–141.

  • Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.

    Article  Google Scholar 

  • Corbin, J. M., & Strauss, A. (1990). Grounded theory research: Procedures, canons, and evaluative criteria. Qualitative sociology, 13(1), 3–21.

    Article  Google Scholar 

  • De Jean, J., Upitis, R., Koch, C., & Young, J. (1999). The story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game. Gender and Education, 11(2), 207–223.

    Article  Google Scholar 

  • Di Martino, P., & Zan, R. (2011). Attitude towards mathematics: A bridge between beliefs and emotions. ZDM Mathematics Education, 43(4), 471–482.

    Article  Google Scholar 

  • Draper, SW. (2013). The Hawthorne, Pygmalion, Placebo and other effects of expectation: Some notes. Retrieved from http://www.psy.gla.ac.uk/~steve/hawth.html

  • Else-Quest, N. M., Hyde, J. S., & Linn, M. C. (2010). Cross-national patterns of gender differences in mathematics: A meta-analysis. Psychological Bulletin, 136(1), 103–127.

    Article  Google Scholar 

  • Facer, K. (2003). Computer games and learning. Retrieved from http://admin.futurelab.org.uk/resources/documents/discussion_papers/Computer_Games_and_Learning_discpaper.pdf

  • Fisch, S. M. (2005). Making educational computer games educational. In Proceedings of the 2005 Conference on Interaction Design and Children, (pp. 56–61). Boulder, Colorado.

  • Fredricks, J. A., & Eccles, Jacquelynne S. (2002). Children’s competence and value beliefs from childhood through adolescence. Developmental Psychology, 38(4), 519–533.

    Article  Google Scholar 

  • Fromme, J. (2003). Computer games as a part of children’s culture. International Journal of Intelligent Simulations and Gaming, 2(1), 49–62.

    Google Scholar 

  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441–467.

    Article  Google Scholar 

  • Geary, D. C. (2011). Consequences, characteristics, and causes of mathematical learning disabilities and persistent low achievement in mathematics. Journal of developmental and behavioral pediatrics: JDBP, 32(3), 250.

    Article  Google Scholar 

  • Hand, D. J., & Taylor, C. C. (1987). Multivariate analysis of variance and repeated measures. London: Chapman and Hall.

    Book  Google Scholar 

  • Hannula, M. S. (2002). Attitude towards mathematics: Emotions, expectations and values. Educational studies in Mathematics, 49(1), 25–46.

    Article  Google Scholar 

  • Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Retrieved from http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA441935

  • Kaczala, C. M. (1980). A longitudinal study of attitudes toward mathematics in 5th through 12th grades: Age and sex differences. ERIC Clearinghouse.

  • Kafai, Y. (2001). The educational potential of electronic games: From games-to-teach to games-to-learn. Retrieved from http://culturalpolicy.uchicago.edu/conf2001/papers/kafai.html

  • Kargar, M., Tarmizi, R. A., & Bayat, S. (2010). Relationship between mathematical thinking, mathematics anxiety and mathematics attitudes among university students. Procedia-Social and Behavioral Sciences, 8, 537–542.

    Article  Google Scholar 

  • 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). New York: IGI Global.

    Google Scholar 

  • Ke, F., & Grabowski, B. (2007). Gameplaying for maths learning: Cooperative or not? British Journal of Educational Technology, 38(2), 249–259.

    Article  Google Scholar 

  • Kebritchi, M., Hirumi, A., & Bai, H. (2008). The effects of modern math computer games on learners’ math achievement and math course motivation in a public high school setting (Research Brief). Retrieved from http://wsfcs.k12.nc.us/cms/lib/NC01001395/Centricity/Domain/2144/u_of_central_florida_research_brief.pdf.

  • Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & Education, 55(2), 427–443.

    Article  Google Scholar 

  • Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. doi:10.1016/j.iheduc.2004.12.001.

    Article  Google Scholar 

  • Kirriemuir, J., & McFarlane, A, (2003). Use of computer and video games in the classroom. In Proceedings of the Level Up Digital Games Research Conference, Utrecht, The Netherlands, 4–6 November 2003.

  • Leder, G. (1995). Equity inside the mathematics classroom: Fact or artifact? In W. G. Secada, E. Fennema, & L. B. Adajian (Eds.), New directions for equity in mathematics education (pp. 209–224). Cambridge: Cambridge University Press.

    Google Scholar 

  • Lopez-Morteo, G., & López, G. (2007). Computer support for learning mathematics: A learning environment based on recreational learning objects. Computers & Education, 48(4), 618–641.

    Article  Google Scholar 

  • Lord, F. M. (1967). A paradox in the interpretation of group comparisons. Psychological Bulletin, 68(5), 304–305.

    Article  Google Scholar 

  • Ma, X., & Kishor, N. (1997). Assessing the relationship between attitude toward mathematics and achievement in mathematics: A meta-analysis. Journal for Research in Mathematics Education, 28(1), 27–47.

    Article  Google Scholar 

  • Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning, and instruction, 3(1987), 223–253.

    Google Scholar 

  • Maloney, E. A., Schaeffer, M. W., & Beilock, S. L. (2013). Mathematics anxiety and stereotype threat: Shared mechanisms, negative consequences and promising interventions. Research in Mathematics Education, 15(2), 115–128.

    Article  Google Scholar 

  • McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games: An exploration by TEEM of the contribution which games can make to the education process. Retrieved from http://educationarcade.org/files/videos/conf2005/Angela%20MacFarlane-2.pdf

  • McGraw, R., Lubienski, S. T., & Strutchens, M. E. (2006). A closer look at gender in NAEP mathematics achievement and affect data: Intersections with achievement, race/ethnicity, and socioeconomic status. Journal for Research in Mathematics Education, 37(2), 129–150.

    Google Scholar 

  • McLeod, D. B. (1992). Research on affect in mathematics education: A reconceptualization. In D. A. Grouws (Ed.), Handbook of research on mathematics teaching and learning (pp. 575–596). New York: Macmillan Publishing Company.

    Google Scholar 

  • Nunnaly, J. (1978). Psychometric theory. New York: McGraw-Hill.

    Google Scholar 

  • Olson, J. D., McAllister, C., Grinnell, L. D., Walters, K. G., & Appunn, F. (2016). Applying constant comparative method with multiple investigators and inter-coder reliability. The Qualitative Report, 21(1), 26.

    Google Scholar 

  • Pareto, L., Arvemo, T., Dahl, Y., Haake, M., & Gulz, A. (2011). A teachable-agent arithmetic game’s effects on mathematics understanding, attitude and self-efficacy. Artificial intelligence in education (Vol. 6738, pp. 247–255)., In lecture notes in computer science Berlin: Springer.

    Chapter  Google Scholar 

  • Piper, B. D. (2008). Attitudes, confidence, and achievement of high-ability fifth grade math students.

  • Prensky, M. (2001). Fun, play and games: What makes games engaging. In M. Prensky (Ed.), Digital game-based learning. New York: McGraw-Hill Inc.

    Google Scholar 

  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(1), 43–58.

    Article  Google Scholar 

  • Senn, S. (1998). Some controversies in planning and analysing multi-centre trials. Statistics in Medicine, 17(15–16), 1753–1765.

    Article  Google Scholar 

  • Shin, N., Norris, C., & Soloway, E. (2006). Effects of handheld games on students learning in mathematics. In ICLS ‘06 Proceedings of the 7th international conference on Learning sciences, pp. 702–708.

  • Shin, N., Sutherland, L. M., Norris, C. A., & Soloway, E. (2012). Effects of game technology on elementary student learning in mathematics. British Journal of Educational Technology, 43(4), 540–560.

    Article  Google Scholar 

  • Squire, K. D. (2005). Changing the game: What happens when video games enter the classroom? Innovate Journal of Online Education, 1(6), 5.

    Google Scholar 

  • Tapia, M., & Marsh, G. E. (2004). An instrument to measure mathematics attitudes. Academic Exchange Quarterly, 8(2), 16–21.

    Google Scholar 

  • Townsend, M., & Wilton, K. (2003). Evaluating change in attitude towards mathematics using the ‘then-now’ procedure in a cooperative learning programme. British Journal of Educational Psychology, 73(4), 473–487.

    Article  Google Scholar 

  • Van Eck, R. (2006). The effect of contextual pedagogical advisement and competition on middle-school students’ attitude toward mathematics using a computer-based simulation game. Journal of Computers in Mathematics and Science Teaching, 25(2), 165–195.

    Google Scholar 

  • Vogel, J. F., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229–243.

    Article  Google Scholar 

  • Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle a review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89.

    Article  Google Scholar 

  • Zakaria, E., Chin, L. C., & Daud, M. Y. (2010). The effects of cooperative learning on students’ mathematics achievement and attitude towards mathematics. Journal of Social Sciences, 6(2), 272.

    Article  Google Scholar 

  • Zavaleta, J., Costa, M., Gouvea, M.T. & Lima, C. (2005). Computer games as a teaching strategy. In Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies (ICALT 2005), 5–8 July 2005, pp. 257–259.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Thrasyvoulos Tsiatsos.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Mavridis, A., Katmada, A. & Tsiatsos, T. Impact of online flexible games on students’ attitude towards mathematics. Education Tech Research Dev 65, 1451–1470 (2017). https://doi.org/10.1007/s11423-017-9522-5

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-017-9522-5

Keywords

Navigation