Enhancing math-class experience throughout digital game-based learning, the case of moroccan elementary public schools

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Abstract

There is a growing interest in integrating active learning and computer-based approaches in the teaching and learning of mathematics in elementary schools. In this study, we introduce Digital Game-Based Learning (DGBL) of Mathematics targeting students in the 5th and 6th grades following a design-to-implementation strategy. We first developed an edutainment Mathematics game and then tested it with 196 pupils from 9 public elementary schools in Morocco. The rationale of the study is to probe the effect of DGBL in lessening pupils’ mathematical anxiety and improving classroom experience. Students in our study were more engaged and less anxious towards learning Mathematics. Our designed pedagogical edutainment game made students more comfortable when dealing with numerical arithmetic assignments. The study suggests that edutainment games lead to positive individual attitudes towards mathematics and to a better math classroom experience, thus more effective teaching and learning of mathematics.

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Bouzid, T., Kaddari, F., Darhmaoui, H., & Bouzid, E. G. (2021). Enhancing math-class experience throughout digital game-based learning, the case of moroccan elementary public schools. International Journal of Modern Education and Computer Science, 13(5). https://doi.org/10.5815/ijmecs.2021.05.01

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