Digital game-based learning in a Shanghai primary-school mathematics class: A case study

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Abstract

This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis. Digital gameplay, when used once daily over a 6-day period, was found to enhance student engagement and interest in learning; many students, however, were concerned about its effect on academic achievement and eyesight. The teacher employed a “making thinking visible” approach using pencil and paper and problem-solving strategies to help students understand the game's mathematical principles and master mathematical knowledge. Obstacles included large class size, difficulty evaluating learning outcomes, balancing fun and learning, and effective game–classroom integration. This study found that exam-oriented education and traditional teacher-centred teaching in China influenced participants' perceptions and experiences of digital game-based learning.

Original languageEnglish
Pages (from-to)709-717
Number of pages9
JournalJournal of Computer Assisted Learning
Volume36
Issue number5
DOIs
StatePublished - 1 Oct 2020

Keywords

  • 21st century skills
  • digital games
  • perceptions
  • primary mathematics education
  • teaching strategies

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