An Experimental Study of the Effect of Online Math Games on Student Performance and Engagement
PROCEEDINGS
Lisa Suarez-Caraballo, Xiongyi Liu, Marius Boboc, Selma Koc, Cleveland State University, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
The purpose of this experimental study was to examine the effect of playing competitive online math games on high school students’ engagement and performance in adding integers. Three Algebra 1 classes with 39 ninth grade students at an urban high school in the Midwest were assigned to one of two math practice groups: traditional flashcard practice using the computer (control group), and integer addition practice using an integer addition game on the Arcademics website against other students in the class (experimental group). Engagement was measured with an eGameFlow survey, while performance was measured using a gain score calculated from pre and posttests of student knowledge of basic integer addition facts. Mann-Whitney U and linear regression analysis was used to test various hypotheses and the results demonstrate both performance and engagement increases with use of competitive online games as compared to students using the individual drill and practice flashcards on the computer.
Citation
Suarez-Caraballo, L., Liu, X., Boboc, M. & Koc, S. (2015). An Experimental Study of the Effect of Online Math Games on Student Performance and Engagement. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 940-945). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/primary/p/161817/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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