Application of mathematical games to improve motivation and learning in elementary general basic education students.

Authors

DOI:

https://doi.org/10.70577/vmvb7m08

Keywords:

Mathematical Games, School Motivation, Mathematics Learning, Elementary Basic Education, Didactic Strategies, Educational Gamification

Abstract

Objective: To analyze the effect of mathematical games application as a didactic strategy to strengthen motivation and learning in elementary level students at María Teresa Dávila de Rosania Basic Education School in Quito, Ecuador. Method: A quasi-experimental design with pretest-posttest in a single group was employed using a mixed-methods approach. Forty-five elementary level students participated, selected through non-probabilistic convenience sampling. A Likert-type scale measuring mathematics motivation and an academic achievement test were administered before and after an eight-week intervention based on mathematical games. Semi-structured teacher interviews complemented the data collection. Quantitative analysis included paired samples t-test with effect size calculation (Cohen's d), while qualitative data were processed through thematic content analysis. Results: Statistically significant differences were found between pretest and posttest in both motivation (t = 5.82, p < .001, d = 0.87) and academic achievement (t = 6.14, p < .001, d = 0.92). Teachers reported substantial improvements in student participation, interest, and attitude toward mathematics. Conclusions: Mathematical games constitute an effective didactic strategy for increasing intrinsic motivation and improving mathematics learning at the elementary level, with practical implications for pedagogical transformation in Latin American educational contexts.

Downloads

Download data is not yet available.

References

Asanre, A. A., Olagunju, A. M., & Akinoso, S. O. (2021). Effect of mathematical games on secondary school students' achievement in algebraic expressions. International Journal of Educational Research Review, 6(3), 236-244. https://doi.org/10.24331/ijere.952567

Ausubel, D. P. (2000). The acquisition and retention of knowledge: A cognitive view. Kluwer Academic Publishers.

Bourgeois, S. J., & Boberg, J. E. (2016). High-ability students' motivation to learn mathematics. Roeper Review, 38(4), 210-220. https://doi.org/10.1080/02783193.2016.1220892

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77-101. https://doi.org/10.1191/1478088706qp063oa

Bryce, T. G. K., & Blown, E. J. (2023). Ausubel's meaningful learning re-visited. Current Psychology, 42, 22687-22706. https://doi.org/10.1007/s12144-023-04440-4

Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.). Lawrence Erlbaum Associates.

Debrenti, E. (2024). Game-based learning experiences in primary mathematics education. Frontiers in Education, 9, 1331312. https://doi.org/10.3389/feduc.2024.1331312

Deci, E. L., & Ryan, R. M. (2000). The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227-268. https://doi.org/10.1207/S15327965PLI1104_01

Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game-based learning in a Shanghai primary-school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717. https://doi.org/10.1111/jcal.12438

Glynn, S. M., Brickman, P., Armstrong, N., & Taasoobshirazi, G. (2011). Science motivation questionnaire II: Validation with science majors and nonscience majors. Journal of Research in Science Teaching, 48(10), 1159-1176. https://doi.org/10.1002/tea.20442

Gray, J. R. (2023). Introduction to quasi-experimental designs. In J. R. Gray & S. K. Grove (Eds.), Burns and Grove's the practice of nursing research (9th ed., pp. 287-310). Elsevier.

Hernández-Sampieri, R., Fernández-Collado, C., & Baptista-Lucio, P. (2014). Metodología de la investigación (6.ª ed.). McGraw-Hill.

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, 1105806. https://doi.org/10.3389/fpsyg.2023.1105806

Hulse, T., Daigle, M., Manzo, D., Braith, L., Harrison, A., & Ottmar, E. (2019). From here to there! Elementary: A game-based approach to developing number sense and early algebraic understanding. Educational Technology Research and Development, 67, 423-441. https://doi.org/10.1007/s11423-019-09653-8

Ilhan, A. (2021). The impact of game-based, modeling, and collaborative learning methods on the achievements, motivations, and visual mathematical literacy perceptions. SAGE Open, 11(1), 1-14. https://doi.org/10.1177/21582440211003567

Iyamuremye, E., Ndayambaje, I., & Muwonge, C. M. (2023). Relationships of mathematics achievement with self-determined motivation and mathematics anxiety among senior two students in Northern Rwanda. Heliyon, 9(4), e15411. https://doi.org/10.1016/j.heliyon.2023.e15411

Jutin, J., & Maat, S. M. (2024). The effectiveness of gamification in teaching and learning mathematics: A systematic literature review. International Journal of Academic Research in Progressive Education and Development, 13(1), 1-18. https://doi.org/10.6007/IJARPED/v13-i1/20078

Lakens, D. (2013). Calculating and reporting effect sizes to facilitate cumulative science: A practical primer for t-tests and ANOVAs. Frontiers in Psychology, 4, 863. https://doi.org/10.3389/fpsyg.2013.00863

Lara, Y. E. , & Bosquez, V. A. (2026). Augmented Reality to foster Critical Thinking in Natural Sciences learning. MENTOR: Revista de Investigación Educativa y Deportiva, 5(13), 264–273. https://dialnet.unirioja.es/servlet/articulo?codigo=10572006

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247

Ministerio de Educación del Ecuador. (2016). Currículo de los niveles de educación obligatoria. Ministerio de Educación.

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283. https://doi.org/10.1080/00461520.2015.1122533

Ramirez, R. A., & Mercado, L. J. (2023). Effects of game-based learning on mathematics achievement of grade 8 students. International Journal of Educational Research, 118, 102147. https://doi.org/10.1016/j.ijer.2023.102147

Russo, J., Bragg, L., Russo, T., & Minas, M. (2024). Non-digital games that promote mathematical learning in primary years students: A systematic review. Education Sciences, 14(2), 200. https://doi.org/10.3390/educsci14020200

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. https://doi.org/10.1037/0003-066X.55.1.68

Shabani, K., Khatib, M., & Ebadi, S. (2010). Vygotsky's zone of proximal development: Instructional implications and teachers' professional development. English Language Teaching, 3(4), 237-248. https://doi.org/10.5539/elt.v3n4p237

Sullivan, G. M., & Feinn, R. (2012). Using effect size—or why the P value is not enough. Journal of Graduate Medical Education, 4(3), 279-282. https://doi.org/10.4300/JGME-D-12-00156.1

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.

Wang, C., Cho, H. J., Wiles, B., Moss, J. D., & Bonem, E. (2022). Competence and autonomous motivation as motivational predictors of college students' mathematics achievement: From the perspective of self-determination theory. International Journal of STEM Education, 9, 41. https://doi.org/10.1186/s40594-022-00359-7

Wang, Y., Qian, L., Zhang, X., & Chen, G. (2024). A meta-analysis of self-determination theory-based interventions in education. Learning and Motivation, 87, 102015. https://doi.org/10.1016/j.lmot.2024.102015

Published

2026-02-27

How to Cite

Application of mathematical games to improve motivation and learning in elementary general basic education students. (2026). Innovación Integral, 3(1), 150-168. https://doi.org/10.70577/vmvb7m08

Similar Articles

1-10 of 13

You may also start an advanced similarity search for this article.