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educational content or learning principles into video games with the goal of engaging learners.
Applications of digital game-based learning draw upon the constructivist theory of education
(Coffey, 2010). After reviewing five scholarly research articles, we concluded that integrating
digital game-based learning in the classroom creates a positive and engaging learning
environment. Digital game-based learning supports the need for engaging activities throughout
(DOK). Games should support the content lesson, not replace it. By incorporating digital game-
based learning into the lesson, the students will find that learning can be supported by fun and
engaged gaming. We were able to see through our research that students who use digital games
in the classroom are more eager to learn and look forward to learning with the support of digital
game-based learning. A Chinese proverb says: Tell me, and I'll forget. Show me, and I may
remember. Involve me, and I'll understand. Game-based learning is an effective tool when the
chosen game provides the student with goals, immediate feedback, and is authentic to the
learner. Games that are appropriately chosen for the needs of the student can help to bridge
learning gaps. Jessica Trybus (2014) said With game-based learning tools to bridge that gap
comes the promise of vastly more productive and engaged students and workersones who
Public school systems are integrating technology into classrooms and transitioning to a
blended learning model of teaching. In addition to designing lessons that are engaging, our
school is requiring the use of a 1:1 device to differentiate lessons and assignments. As middle
Integrating Digital Learning Games into Middle School Math Classes 3
school math teachers, we are constantly challenged with creating a rigorous learning
students are gamers, and game-based learning integrates engagement with individualized
learning. Therefore, we decided to explore the impact it has on the learning environment and
Digital games are being used more by educators as an instructional tool to engage
students through motivation to learn mathematics. Digital games are used in our classrooms
multiple times per week as a support of the content being taught, remediation for students
needing additional help, and enrichment for students with a deeper understanding of the
material. We use programs such as Study Island, MathGames, and SumDog, which are
standards-based and designed to encourage students to master a level to play the game. SumDog
motivating. In addition to increasing math skills, digital games are used in our classroom to
Based on our previous research, digital game-based learning offers students a positive
learning environment that allows them to learn at their own pace. Digital games provide students
with immediate feedback, which can boost their confidence to continue on or remediate when
needed. Some digital games provide students with opportunities to collaborate with peers. As
students engage in learning through digital games, teachers take on the role of a facilitator and
are given time to observe the students and work individually with struggling students. When
Integrating Digital Learning Games into Middle School Math Classes 4
learning with games, students have the ability to make their own learning decisions and are free
to explore at their own pace. Within our previous research, we learned that digital game-based
learning that is designed with real-life learning tasks and is authentic to the student is more
effective. One example of this is where the students participated in the Pet Quest. This digital
game provides students with real-life purpose and goal, and incorporates math lessons with
virtual pet care. Students earn rewards for completing levels, which help them to care for their
pet.
Research is viewed as a step to be conducted before starting the project, but in fact it is
needed throughout and even after the project is completed. One way to further research in the
particular field of game-based learning would be to send out surveys to both teachers and
students. Student surveys will allow the researcher to see into the thoughts of students using the
digital games within the classroom. If the students do not feel the game is interesting or
engaging, the student could provide feedback of the online game before the researcher uses the
game in a study. The data provided in previous research might be considered out-of-date due to
the fast growing technology field within the classroom. Just as scientists use the scientific
method, researchers can re-create previous studies by manipulating different variables. One way
would be to alter the times spent using the digital games within the lesson. Another way would
be to adjust the sample size to gather larger or smaller data. In addition to formal research and
surveying students, seeking out other educators who are having success with game-based
learning methods and collaborating with them can provide additional knowledge of integrating
games into learning. Through collaboration, teachers can better implement games and determine
how to adapt the game to fit the needs of the individual student
Integrating Digital Learning Games into Middle School Math Classes 5
Game-based learning can make learning mathematics engaging, but there are several issues
that teachers face when implementing them into the classroom. Time is one issue that teachers
face daily. Determining if games are beneficial to the educational setting is important, but
requires time. In addition to being beneficial to the classroom, the game being implemented
must be appropriate for the content being taught, and teachers need time to play the game to
ensure this. Another time concern is planning for enough time during the scheduled class time
for students to play the game. Teachers must be aware of time during the day so that the game
does not become the main focus of the lesson, but that the game is a support tool to the lesson.
References
Coffey, H. (2010). Digital game-based learning. LEARN NC: k-12 Teaching and Learning from
Trybus, J. (2014). New Media Institute. Game-Based Learning: What it is, Why it Works, and Where it's
works-and-where-its-going.html
Integrating Digital Learning Games into Middle School Math Classes 6
Literature review
With the understanding that learning mathematics is frustrating for many at an early age,
Yueh-Min Huang, Shu-Hsien Huang, Ting-Ting Wu (2013) conducted a study on the impact of
This study is developed to seek out an effective learning model through the use of a DGBL
system with a diagnostic mechanism and a DGBL system without. The DGBL system with the
diagnostic mechanism provides students with immediate feedback and remediation. These two
DGBL systems were implemented in this study to address whether or not there is an increase in
Analysis of methodology
Fifty-six second-grade students from a primary school in southern Taiwan were asked to
participate in this study. In addition to the fifty-six student participants, a teacher with five years
experience was asked to conduct the teaching of mathematics. The fifty-six students were split
into two groups; the experimental group and the control group. The twenty-nine students in the
experimental group used the DGBL system with a diagnostic mechanism, while the twenty-
seven students in the control group used the DGBL system without the diagnostic mechanism.
Integrating Digital Learning Games into Middle School Math Classes 7
The study was conducted in an eight week learning period. Throughout the first week,
the students completed a comprehensive pre-test and the Mathematics Assessment Rating Scale
(MARS) test to assess the students anxiety towards learning mathematics. Over the next six-
weeks, both groups received two lessons per week. The first lesson was a content lesson
covering mathematical standards. The second lesson provided to each group included the
assigned DGBL system. The final week of the study, the students participated in a
comprehensive post-test and a MARS post-test. In addition to the post-tests, the students were
Summary of results
After analyzing the pre-test and post-test, the study determined there was a slight increase
in both scores; however, there was not a significant difference between the quiz scores of the
experimental group and the control group. The average quiz score for the experimental group
was 90.2 and for the controlled group was 88.1. Both groups decreased in the level of anxiety by
Opinion
The study shows that by implementing DGBL systems into math lessons, students
motivation and achievement is increased while their anxiety is decreased. To better determine the
effects of this study, the number of participants needs to increase. The time period for this study
References
Huang, Y. H., Huang, S., Wu, T. (2013, October 23). Embedding diagnostics mechanisms in a
digital game for learning mathematics. Associaton for educational communications and
technology, pp. 187-207.
Integrating Digital Learning Games into Middle School Math Classes 8
Article 2: Games for engaged learning of middle school children with special learning needs
Topic: Game features for promoting learning
Literature review
Fengfeng Ke and Tatiana Abras (2013) conducted a study of design features within
games that support learning and engagement for middle school students with special learning
needs. Data was collected through pre and post-tests, along with observations of the students
actions while playing math games. It was concluded that some features did not provide a
Analysis of methodology
Nine middle school students from two middle schools in the southwestern region of the
United States were selected based on specific criteria and asked to participate in this three-week
long study. The first school is a pueblo Native American middle school, while the second school
based on the functionality of three web-based mathematics games, which were selected on three
main criteria: help middle school students comprehend and practice math concepts and skills,
technically accessible and affordable, and from a credible educational organization. During the
students computer class, they played the three games for five one-hour sessions over a three-
week period. Researchers monitored the students progress and collected data by observing the
level of engagements during the games, comments stated during the games, and reactions after
completing the games. Each week, the students were given a pre and post-test covering the math
concepts found within the game. In addition to the pre and post-tests, the researchers provided a
Summary of results
The level of engagement was determined to be high for all three games; however, one
game proved to be more engaging. One game needed to be altered to be more math content
specific. Researchers found that students became more involved with the competition aspect of
the game rather than the learning of the math content. They discovered once the study was
complete that to better help the students, scaffolding of content would have been beneficial
towards the learning outcome. There was a positive gain of knowledge from pre-test to post-test
Opinion
The time given per week to implement the games was appropriate for this study. The
sample size of students monitored was relatively small to the arching goal of the study. In
addition to the small sample size of participants, there was no control group to compare founded
results. Embedded learning support within a game would improve the learning experience for
References
Ke, F., Abras, T. (2013). Games for engaged learning of middle school children with. British
Authors: Oskar Ku, Sherry Y. Chen, Denise H. Wu, Andrew C. C. Lao, and Tak-Wai Chan
Literature review
Oskar Ku, Sherry Y. Chen, Denise H. Wu, Andrew C. C. Lao, and Tak-Wai Chan (2014)
conducted a study at one elementary school to determine if confidence levels and computational
performance increases with game-based learning. They randomly selected two fourth-grade
classes to participate in the study of paper-based learning vs. game-based learning. The data
provided in this study showed that students who participated in the game-based learning group
earned better scores in confidence and computational performance than the paper-based learning
group.
Analysis of methodology
Two classes of fourth grade students from an elementary school were randomly selected
to participate in this study. The first class is the experimental group made up of twenty-six
students, and the second class is the control group made-up of twenty-five students. After
scale, each group was then split into two ability-leveled groups. The study was conducted in
nine twenty-minute sessions over a period of five weeks. The controlled group received the
paper-based learning materials and the experimental group received the digital game-based
learning. After completing the pre and post-test, the study indicates that growth was seen in both
groups, but greater growth is seen in the students learning though game-based learning. The
Summary of results
Overall, the confidence level within the control group decreased from pre-test to post-
test, while the confidence level within the experimental group increased from pre-test to post-
test. The study indicates that the control group was not provided feedback during their paper-
based sessions, which did not promote an increase in self-confidence. The experimental group
was provided with immediate feedback within the digital game-based sessions, resulting in a
higher level of confidence. Students in the experimental group had higher mathematical
achievement scores than the students in the control group. The results of this study show
evidence that game-based learning could possibly instill a greater confidence of learning, which
Opinion
The time given per session to implement the study was sufficient. The comparison of
paper-based learning and game-based learning provided in this study is beneficial information to
support the on-going debate of traditional vs. digital learning. Unfortunately, the sample size of
the students in this study was not large enough to have a definitive result that game-based
References
Ku, O., Chen, S.-Y., Wu, D.-H., Lao, A.-C.-C., & Chan, T.-W. (2014). The effects of game-
based learning on mathematical confidence and performance: high ability vs. low ability.
Article 4: Influence of Game Quests on Pupils Enjoyment and Goal-pursuing in Math Learning
Authors: Zhi-Hong Chen, Calvin C. Y. Liao, Hercy N. H. Cheng, Charles Y. C. Yeh, and
Tak-Wai Chan
Literature review
Chen et al. (2012) completed a study on student engagement and enjoyment of learning
mathematics through a Game-Quest system. They chose the pet-nurturing quest, My-Pet-My-
Quest system, based on previous studies that show younger students have an emotional
attachment to their pets. Each unit contains three types of learning tasks: conceptual
understanding, computational fluency, and problem solving. The same learning material was
presented to the students through two different versions: a quest version and a non-quest version.
The questionnaire given to the students after the quest, provided evidence that students enjoy
learning through virtual Game-Quests and wanted to pursue completing the quest.
Analysis of methodology
Fifty-three fourth-grade students from Taiwan with similar learning abilities were
selected to participate in this study. The study provided two methods of learning: quest version
and non-quest version. Each class participated in one session a week for forty minutes over four
weeks. Class A, made up of twenty-eight students, completed the two sessions of the non-quest
version followed by two sessions of the quest version. Class B, made up of twenty-five students,
completed two sessions of the quest version followed by two sessions of the non-quest version.
Each Quest system provides students with objectives, learning tasks, and rewards, and is
designed with a three-tier format: bottom tier, middle tier, and top tier. The bottom tier, or game
world, is designed to stimulate and engage the students in a virtual world of gaming. Within the
Integrating Digital Learning Games into Middle School Math Classes 13
middle tier, which serves as a bridge between the bottom tier and top tier, an informer appears to
the student to inform them of a new quest. The student can interact with the informer to
determine additional information needed to complete the quest. Once students receive the
purpose and goal of the quest, they begin a series of mini-activities. As students complete the
mini-activities, they can earn EduCoins by showing a proficient understanding of the content and
receiving a ninety percent or higher correct response rate. Students were given a questionnaire
Summary of results
This study provides two types of evidence, questionnaire results and attempt at learning
tasks, that students enjoy learning mathematics through quests. Students reported within the
questionnaire that the quest version provided more enjoyment, they learned more content, and
they had a stronger desire to complete the game. Overall, the game quest version had a more
Opinion
The time was insufficient to determine the possible positive or negative effects quests
could have on student engagement. The aspect of incorporating economic process of caring for
pets promotes student motivation to participate and provides and accountability of pet
ownership.
References
Chen, Z.-H., Liao, C. C. Y., Cheng, H. N. H., Yeh, C. Y. C., & Chan, T.-W. (2012). Influence of
Authors: Namsoo Shin, LeeAnn M. Sutherland, Cathleen A. Norris and Elliot Soloway
Literature review
Namsoo Shin, LeeAnn M. Sutherland, Cathleen A. Norris and Elliot Soloway (2012)
completed an eighteen-week study on the effects technology game-based and paper-based games
have on student learning. Three second-grade classes are participants in this study. The
researchers used Game Boy technologies and paper-based games to assess math skills and levels
of engagement. The study found that students who practiced math skills using the Game Boy
technologies scored higher than the students who practiced with the paper-based games. They
also discovered that the students who played the game more frequently, scored higher than the
Analysis of methodology
During the study, two second-grade classes with a total of forty-one students were chosen
to participate in this study. This eighteen-week study compares the level of engagement and
attitudes of students and the effects technology has on student learning through the use of Game
Boy technology and a paper-based game. For the first five weeks, the first class practiced math
skills using GameBoy technology, while the second class practiced math skills using paper-based
card games. During the following thirteen weeks, both classes practiced math skills using the
GameBoy technology for varying amounts of time per week. At week ten, a third second-grade
class of nine students was added to the study. They practiced math skills using GameBoy
technology for the last eight weeks of the study. Data was collected throughout the study with
pre and post-tests. Students were given a pre-test prior to the study, a post-test after the first five
Integrating Digital Learning Games into Middle School Math Classes 15
weeks, and then a comprehensive post-test at the end of the study. All three classes were given a
technology games survey at the end of the study to determine student attitudes towards
mathematics and perceptions towards the games. The location of the study was not disclosed in
the article.
Summary of results
Due to the various game options provided, students responded to the questionnaire with
positive attitudes towards learning math skills when using the GameBoy game. The study
reflected that classroom environment and the varying teaching styles could have affected the
students knowledge of math skills. The first group (the GameBoy group), made higher gains
from the pre-test to the five-week post-test. The second group (paper-based game group) had a
dramatic increase in scores once the GameBoy games were implemented after the five-week
mark.
Opinion
The design of the study was effective in proving the positive attitudes and high levels of
engagement among students when learning math using the GameBoy technologies. Since
students all received the same learning material, the GameBoy games and card games did not
provide for differentiation of learning. Due to varying teaching methods, having all classes
being taught by the same teacher would provide students with the same level of instruction.
References
Shin, N., Sutherland, L.M., Norris, C.A., and Soloway, E. (2012). Effects of game technology