Trends of Game-Based Learning in Mathematics Education: A Systematic Review

Zeynep Bahar Erşen, Ebru Ergül
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Abstract

Teaching mathematics through games is one of the most preferred methods in mathematics education today, just as it was in the past. For this reason, studies discussing the concepts of mathematics education and games are proceeding with increasing momentum. In this study, research studies conducted between 2017-2021 on games and mathematics teaching were analyzed using qualitative methods within the framework of certain criteria, and the trend shown by the studies was determined. In this way, a guide for future studies was also provided. For this reason, the research was carried out in accordance with a systematic review approach. Within the scope of the study, 80 research studies were examined. As a result of the research, it was seen that the most publications were made in 2019 and were of the article type, that studies aimed at determining effect gained importance, and that in the methodological context, quantitative studies were frequently preferred and experimental designs were used accordingly. Furthermore, it was seen that secondary school students were mostly preferred as participants, that the most used type of game was digital computer games, that the games were mostly associated with the “numbers and operations” learning area, and that the research studies mainly achieved positive results for the use of games in mathematics education.
数学教育中游戏学习的发展趋势:系统回顾
通过游戏进行数学教学是当今数学教育中最受欢迎的方法之一,就像过去一样。因此,讨论数学教育和游戏概念的研究正在蓬勃发展。本研究在一定的标准框架下,采用定性方法分析了2017-2021年间关于游戏与数学教学的研究,并确定了研究的趋势。为今后的研究提供了指导。因此,本研究是按照系统综述的方法进行的。在这项研究的范围内,共检查了80项研究。研究结果显示,2019年发表的论文最多,属于文章类型,旨在确定效果的研究越来越重要,在方法学背景下,定量研究往往更受青睐,实验设计也相应使用。此外,研究还发现,中学生是最受欢迎的参与者,使用最多的游戏类型是数字电脑游戏,游戏主要与“数字与运算”学习领域有关,研究主要对游戏在数学教育中的应用取得了积极的成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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