Online game-based learning in mathematics education among Generation Z: A systematic review

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH International Electronic Journal of Mathematics Education Pub Date : 2024-01-01 DOI:10.29333/iejme/14024
Riyan Hidayat, Tay Ying Qi, Putri Nur’afrina Binti Tajul Ariffin, Mohamad Hafizullah Bin Mohd Hadzri, Lin Mei Chin, Jacqueline Lee Xuan Ning, Nurihan Nasir
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Abstract

In contemporary education, game-based learning (GBL) has become a captivating instructional method applied across various academic subjects, including mathematics. The utilization of online GBL in mathematics education constitutes a segment of the activities that mathematics educators can employ during their lessons to teach students and enhance their educational progress. The primary goal of this study was to examine recent research endeavors involving the use of online GBL in mathematics education for Generation Z cohort. To achieve this objective, a systematic review (SR) was carried out to investigate the types of online games employed, analyze previous research methodologies, and explore the educational contexts relevant to mathematics education that align with the needs of Generation Z. An SR process was conducted to gather relevant articles from three databases, namely Science Direct, Scopus, and Springer. Full-text articles were meticulously assessed based on predetermined eligibility criteria. The review revealed many online games suitable for mathematics education, including Augmented Reality, Digital Inquiry Game, E-Rebuild, Math-Island Game, NanoRoboMath, Quizizz, and Wuzzit Trouble. The incorporation of online games in mathematics education offers numerous advantages.
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Z 世代数学教育中的在线游戏式学习:系统性综述
在当代教育中,基于游戏的学习(GBL)已成为一种令人着迷的教学方法,应用于包括数学在内的各个学科。在线 GBL 在数学教育中的应用,是数学教育工作者在教学过程中可以采用的一种教学活动,可以提高学生的学习成绩。本研究的主要目标是考察近期针对Z世代群体的数学教育中使用在线GBL的研究成果。为实现这一目标,我们进行了系统性回顾(SR),以调查所使用的在线游戏类型,分析以往的研究方法,并探索与数学教育相关的、符合 Z 世代需求的教育背景。研究人员从三个数据库(Science Direct、Scopus 和 Springer)中收集了相关文章。根据预先确定的资格标准,对全文文章进行了细致的评估。审查发现了许多适合数学教育的在线游戏,包括增强现实(Augmented Reality)、数字探究游戏(Digital Inquiry Game)、E-Rebuild、数学岛游戏(Math-Island Game)、NanoRoboMath、Quizizz 和 Wuzzit Trouble。将网络游戏纳入数学教育具有诸多优势。
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