Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12.

Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contra...

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Published in:Journal of Computer Assisted Learning Vol. 38; no. 1; pp. 304 - 326
Main Authors: Fadda, Daniela, Pellegrini, Marta, Vivanet, Giuliano, Zandonella Callegher, Claudio
Format: meta analysis research systematic review tables/charts Journal Article
Published: Wiley-Blackwell Feb2022
Online Access:View this record in EBSCOhost
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      dt: Feb2022
      vid: 38
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12618
        154497199
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        atl: Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12.
      aug:
        au:
          Fadda, Daniela
          Pellegrini, Marta
          Vivanet, Giuliano
          Zandonella Callegher, Claudio
        affil: Department of Education, Psychology and Philosophy, University of Cagliari, Cagliari, Italy
      sug:
        subj:
          Video Games Evaluation
          Mathematics Education
          Motivation
          Students
          Human
          Systematic Review
          Meta Analysis
          ERIC Database
          Psycinfo
          Quality Assessment
          Effect Size
          Regression
          Descriptive Statistics
          Confidence Intervals
      ab: Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in mathematics, a multilevel meta‐analysis was carried out to synthesize the results of studies concerning the impact of digital games on K‐12 student motivation in mathematics. Methods: Standardized measure of effect size (dppc2) for pre‐ post‐control group designs was used, and different sources of dependency among the effects were taken into account. Moreover, through meta‐regressions, we examined whether specific characteristics of the participants, interventions and outcomes were associated with effect size differences throughout the studies. Results and Conclusions: A total of 20 primary studies (43 effect sizes) meeting eligibility criteria was included. Results showed a significant overall effect (dppc2 = 0.27; 95%CI = [0.14; 0.41]) and a great heterogeneity between studies. Moderator analyses showed differences in effect size associated to the duration of intervention and motivational construct in terms of expectancy and value. Implications: Overall, the findings indicate that digital games are effective tools compared to conventional teaching practices. The results are promising and could be useful for the design of digital educational interventions aimed at promoting motivation in mathematics. Lay Description: What is already known about this topic: Motivation in term of expectancy and value is an important factor in the learning process.Digital games influence student motivation to learn in K‐12 education.Concerning mathematics, previous meta‐analyses studied the effects of digital games on math achievement but not on motivation. What this paper adds: This meta‐analysis synthesizes the impact of digital games on motivation in mathematics.The targeted learner audience is K‐12 students.Results show a significant overall effect of digital games on motivation and a great heterogeneity.The effect is greater if motivation is measured in terms of expectancy than of value.The duration of intervention moderates the effect: short interventions have the highest effects. Implications for practice and/or policy: Digital games promote motivation in mathematics for K‐12 students compared to conventional teaching practices.Engaging and innovative educational activities, such as digital games, might contrast the worldwide decline of enrolments in the STEM field.
      pubtype: Academic Journal
      doctype:
        meta analysis
        research
        systematic review
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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