Development and evaluation of an educational video game prototype for reinforcing fractional operations in primary school students

Authors

DOI:

https://doi.org/10.55873/rad.v3i2.291

Keywords:

interactive learning, cognitive development, gamification, educational technology

Abstract

The objective of this study was to develop and evaluate an educational video game prototype, "Aventura Fraccionaria," aimed at reinforcing the learning of fraction operations in fifth-grade primary school students. A pre-experimental design was used, with a control and experimental group, applying pre- and post-intervention tests. Statistical results indicated that the experimental group significantly improved in addition and subtraction operations, with a Mann-Whitney U value of 196.000 and a p-value of 0.006, confirming significant differences compared to the control group. For more complex operations like multiplication and division, improvements were less significant, with a U value of 260.500 and a p-value of 0.257. It is concluded that gamification, through the educational video game, is an effective tool for improving fraction learning and increasing student motivation, though the prototype requires adjustments to enhance performance in more advanced operations.

Downloads

Download data is not yet available.

References

Calderon Castañeda, M. A. (2022). Formas de Representación Matemática en el Aprendizaje de Fracciones de los estudiantes del Cuarto Grado de Primaria. GnosisWisdom, 2(3), 70–84. https://doi.org/10.54556/gnosiswisdom.v2i3.47

Christopoulos, A., & Mystakidis, S. (2023). Gamification in Education. Encyclopedia, 3(4), 1223–1243. https://doi.org/10.3390/encyclopedia3040089

Cole, C., Parada, R. H., & Mackenzie, E. (2023). A scoping review of video games and learning in secondary classrooms. Journal of Research on Technology in Education, 56(5), 544–577. https://doi.org/10.1080/15391523.2023.2186546

Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/j.susoc.2022.05.004

Hartt, M., Hosseini, H., & Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Game-based Learning. Planning Practice & Research, 35(5), 589–604. https://doi.org/10.1080/02697459.2020.1778859

Hillmayr, D., Ziernwald, L., Reinhold, F., Hofer, S. I., & Reiss, K. M. (2020). The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis. Computers & Education, 153, 103897. https://doi.org/10.1016/j.compedu.2020.103897

Hui, H. B., & Mahmud, M. S. (2023). Influence of game-based learning in mathematics education on the students’ cognitive and affective domain: A systematic review. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1105806

Jääskä, E., Lehtinen, J., Kujala, J., & Kauppila, O. (2022). Game-based learning and students’ motivation in project management education. Project Leadership and Society, 3, 100055. https://doi.org/10.1016/j.plas.2022.100055

Kiili, K., Moeller, K., & Ninaus, M. (2018). Evaluating the effectiveness of a game-based rational number training - In-game metrics as learning indicators. Computers & Education, 120, 13–28. https://doi.org/10.1016/j.compedu.2018.01.012

Marín-Suelves, D., Esnaola-Horacek, G., & Donato, D. (2022). Videojuegos y educación: análisis de tendencias en investigación. Revista Colombiana de Educación, 84, 1–17. https://doi.org/10.17227/rce.num84-12125

Mhlongo, S., Mbatha, K., Ramatsetse, B., & Dlamini, R. (2023). Challenges, opportunities, and prospects of adopting and using smart digital technologies in learning environments: An iterative review. Heliyon, 9(6), e16348. https://doi.org/10.1016/j.heliyon.2023.e16348

Murphy, S., & Ingram, N. (2023). A scoping review of research into mathematics classroom practices and affect. Teaching and Teacher Education, 132, 104235. https://doi.org/10.1016/j.tate.2023.104235

Nugroho, K. U. Z., Widada, W., Herawaty, D., Tuzzahra, R., Panduwinata, B., & Sospolita, N. (2021). Abstraction Ability of Students About Fractions Through Local Cultural Approaches. https://doi.org/10.2991/assehr.k.210227.082

Published

2024-07-25

How to Cite

Gil-Acosta, P. S., Gallegos-Ramos, N. A., & Holgado-Apaza, L. A. (2024). Development and evaluation of an educational video game prototype for reinforcing fractional operations in primary school students. Revista Amazonía Digital, 3(2), e291. https://doi.org/10.55873/rad.v3i2.291

Issue

Section

Original articles

Most read articles by the same author(s)