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Effects of Game Based Learning On Students' Mathematics Achievement: A Meta Analysis

This meta-analysis examines the impact of game-based learning on the mathematics achievement of PreK-12 students compared to traditional instructional methods, analyzing 24 studies. The findings indicate a small but statistically significant effect (d̅RE = 0.13, p = .02), suggesting that mathematics video games can enhance learning outcomes. Additionally, the analysis explores various moderating factors such as grade level and intervention length, revealing mixed results regarding their influence on effectiveness.

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0% found this document useful (0 votes)
27 views51 pages

Effects of Game Based Learning On Students' Mathematics Achievement: A Meta Analysis

This meta-analysis examines the impact of game-based learning on the mathematics achievement of PreK-12 students compared to traditional instructional methods, analyzing 24 studies. The findings indicate a small but statistically significant effect (d̅RE = 0.13, p = .02), suggesting that mathematics video games can enhance learning outcomes. Additionally, the analysis explores various moderating factors such as grade level and intervention length, revealing mixed results regarding their influence on effectiveness.

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Effects of game‐based learning on students' mathematics achievement: A


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Article in Journal of Computer Assisted Learning · January 2019


DOI: 10.1111/jcal.12347

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Effects of Game-Based Learning on Students’ Mathematics Achievement:
A Meta-analysis

Umit Tokaca, Elena Novakb, and Christopher G. Thompsonc

a
College of Nursing, University of Missouri – St. Louis, St. Louis, MO
b
School of Teaching, Learning and Curriculum Studies, Kent State University, Kent, OH
c
Educational Psychology, Texas A&M University, College Station, TX

How to cite this article:


Tokac U., Novak E., & Thompson C.G. (2019), Effects of game‐based learning on students' mathematics achievement: A meta‐
analysis. Journal of Computer Assisted Learning.1–14. https://doi.org/10.1111/jcal.12347

Statement on conflict of interest


We declare that there is no conflict of interest with respect to the research, authorship and/or publication of this work.
Abstract
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th grade students

compared to traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect

sizes, both in magnitude and direction. Using a random-effects model, a small but marginally significant overall effect (𝑑̅RE =

0.13, 𝑝 = .02) suggested that mathematics video games contributed to higher learning gains as compared to traditional instructional

methods. In addition, moderator analyses were mixed in terms of statistical significance and explored effect-size heterogeneity across

effects using grade level, instrument type, length of game-based intervention, country, publication type and study year characteristics.

Overall findings indicate that video games are a slightly effective instructional strategy for teaching mathematics across PreK-12th

grade levels.

Keywords: digital games, mathematics education, academic achievement, meta-analysis


1. Introduction

Learning mathematics presents various challenges for many children due to the difficult and often tedious nature of the subject

(Sedig, 2008). Educational video games have the potential to address these challenges and positively impact mathematics learning

and attitudes. Video games are able to consume children’s attention for hours while providing instruction and an engaging learning

experience. Video games have been used to promote children’s mathematics achievement in various domains including problem-

solving and algebra skills (Abramovich, 2010), strategic and reasoning abilities (Bottino, Ferlino, Ott, & Tavella, 2007), critical

geometry skills (Yang & Chen, 2010), and arithmetic procedures (Moreno & Duran, 2004). Nevertheless, the National Mathematics

Advisory Panel (NMAP, 2008) and others (e.g., Martinez-Garza, Clark, & Nelson, 2013; Pellegrino & Hilton, 2012; Young et al.,

2012) do not provide a direct recommendation for using games “as a potentially useful tool in introducing and teaching specific

subject-matter content to specific populations” (NMAP, 2008; p. 51) due to the limited number of rigorous studies exploring effects of

game-based learning on mathematics skills development. This meta-analysis addresses this concern by systematically examining the

effects of mathematics video games used in PreK-12 curricula on student mathematics achievement compared to traditional, non-

video game-based classroom instructional methods (i.e., media comparisons). In addition, we assess several possible moderating

effects: Grade Level, Instrument Type, Length of Game-Based Intervention, Country, Publication Type and Publication Year.

In spite of the increased popularity of educational video games over the last two decades, empirical research on the effects of

math video gaming on student academic achievement is inconsistent. For example, Kebritchi (2008) found that high school students
who interacted with the mathematics video game DimensionM outperformed their non-gaming peers. Beserra, Nussbaum, Zeni,

Rodriguez, and Wurman (2014) examined third grade students’ arithmetic performance in game-based and traditional classroom

conditions in three different countries (Brazil, Chile, and Costa Rica). The authors found that game-based learning was more effective

than a traditional classroom approach. Conversely, several studies did not show positive benefits of using video games in a

mathematical classroom (e.g., Costabile, De Angeli, Roselli, Lanzilotti, & Plantamura, 2003; Gelman, 2010; Jones, 2011). For

instance, Ferguson (2014) found that traditional instruction was more effective than game-based instruction for high school Algebra 1

students. Swearingen’s (2011) research showed that both game-based and traditional instructional approaches were equally beneficial

for teaching high school mathematics. Moreover, not only did different research teams that used different games for promoting

distinct learning outcomes report mixed results, some findings by the same researchers who used the same math video games were

inconsistent (e.g., Ke, 2008a, 2008b, 2008c; Ke & Grabowski, 2007).

A meta-analytic review that quantitatively integrates findings of math video-gaming studies can provide an understanding of

the effectiveness of game-based learning for student mathematics achievement. Previous computer-assisted instruction (CAI) meta-

analyses focused on a broad range of interactive technologies, including drill-and-practice programs, web-based learning materials,

simulations, virtual reality technologies, digital visualization tools, and video games (e.g., Bayraktar, 2001; Chambers, 2002;

Christmann & Badgett, 2003; Cohen & Decanay, 1992). More recent media comparisons meta-analyses refine and focus on video

games, but due to the paucity of video gaming research, video games are lumped together with simulations and virtual reality

technologies (e.g., Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014). Like older CAI reviews, these meta-analyses did
not set game-based learning apart from learning with other interactive technologies, such as simulations and virtual reality. Moreover,

due to scarce empirical video gaming research these CAI meta-analyses examined general academic achievement or combined

mathematics and science academic achievement, without explicitly focusing on mathematics education. As such, no findings about

the learning effectiveness of video games in mathematics education were reported.

Several meta-analyses have attempted to quantitatively synthesize findings of empirical research on game-based learning and

academic achievement (e.g., Connolly et al., 2012; Young et al., 2012). However, due to methodological challenges associated with

the shortage of rigorous research in game-based learning, a qualitative synthesis of video gaming studies was implemented instead of

the initially planned meta-analysis. In addition, recent media comparisons meta-analyses (e.g., Clark, Tanner-Smith, & Killingsworth,

2016; Merchant et al., 2014; Vogel, Greenwood-Ericksen, Cannon-Bowers, & Bowers, 2006) spanned multiple content areas without

addressing the specific instructional needs and requirements of a single subject area (such as mathematics).

2. Definition of Learning Video Games

The term "game" refers to a learning video game. Garris et al. (2002) note that there is little consensus in the literature on how

to define educational games. Some consider Caillois’s (1961) definition as the most comprehensive analysis of games, characterizing

a game as “an activity that is voluntary and enjoyable, separate from the real world, uncertain, unproductive in that the activity does

not produce any goods of external value, and governed by rules” (p. 442).
In this meta-analysis, we distinguish between games and simulations, as simulations and games offer different learning

affordances. Simulations model real systems by displaying a procedure or phenomenon (Alessi & Trollip, 2001) and do not

necessarily include learning objectives, but do allow students to interact with the simulation and observe how variable manipulation

affects the observed phenomenon. Games, on the other hand, are designed to motivate students and create game-like learning

experiences. Games often encourage competition by setting clear objectives to score as many points as possible, move up in difficulty

level, or win in general (Young et al., 2012). For this meta-analysis we use Shute and Ke (2012) definition of video games, which

suggests that good games must have interactive problem solving, specific goals/rules, adaptive challenges, control, ongoing feedback,

uncertainty that evokes suspense and player engagement, and sensory stimuli (a combination of graphics, sounds, and/or storyline

used to excite the senses). These gaming characteristics are essential for creating an effective learning environment that enhances

students’ engagement and facilitates knowledge and skills acquisition.

To examine the learning effectiveness of mathematics video games that included game attributes suggested by Shute and Ke

(2012), this meta-analysis focused on modern digital games – the latest generation of learning video games developed using advanced

technologies and recent pedagogical approaches (Kebritchi, Hirumi, & Bai, 2010). Unlike the earlier generation of educational games

created in 1980s and 1990s, modern learning video games offer more advanced graphics and interface design, telecommunication and

networking capabilities, immersive 3D learning environments, visual and audio effects, multi-player options, and a learner-centered

approach, all of which are believed to increase gameplay motivation.


3. Aims of the Meta-analysis

This meta-analysis examined the relationships between game-based learning for mathematics skills development and student

mathematics achievement in PreK-12th grades. Specifically, we assessed the relative effectiveness of game-based interventions

compared to a traditional, non-video game-based classroom instruction. Our work was motivated by previous meta-analyses that

emphasized the importance of studying factors which can influence the relationships among mathematics game-based learning and

academic achievement, including mathematics skills and knowledge promoted in a game, game design elements, and design of game-

based interventions (Clark et al., 2016; de Boer, Donker, & van der Werf, 2014; Sitzmann, 2011).

de Boer et al. (2014)’s meta-analysis revealed that instructional intervention methodology influenced students’ academic

performance. For instance, factors such as cooperative/individual learning and implementer of instructional interventions moderated

the intervention effect. This area of research is certainly relevant and important for mathematics video game research, as the

implementation of game-based interventions can directly affect students’ mathematics achievement and engagement.

We conducted an extensive search of published and unpublished research on mathematics video gaming (described in detail

later) in order to collect studies that compared the effectiveness of video gaming in mathematics with a traditional, non-video game-

based classroom approach. Our initial list of study characteristics included:

 study participant characteristics (age, gender, race, learning disabilities, and socio-economic status)
 general study characteristics (length of game-based intervention, implementer of game-based intervention, teacher training on

game-based instruction, teacher’s familiarity with the learning game(s), amount of time students spent interacting with the

game(s) before and after the video game intervention)

 game characteristics

 mathematics instructional approaches (lecture-based, inquiry-based, drill and practice)

 mathematics skills and knowledge promoted in the game

 publication characteristics (location of study, publication year and type)

 research characteristics (assessment type, outcome format, number of test items, instrument reliability)

However, this list of moderator variables was eventually reduced to six: grade level, instrument type, length of game-based

intervention, country, publication year and type. The main reason for this reduction was due to methodological challenges and

partially reported study characteristics and study methods. Specifically, classifying video games and math instructional approaches

with regard to their characteristics and types presented considerable challenges for several reasons. First, many studies reported

longitudinal research interventions that took place over an academic quarter or semester (e.g., Carr, 2012; Din & Caleo, 2000;

Swearingen, 2011; Weiss et al., 2010). These studies employed multiple video games for teaching mathematics and likely used

various mathematics classroom instructional approaches. In addition, studies often failed to describe the type of mathematics

classroom instruction used for the so-called "traditional mathematics classroom instruction.” We also considered classifying video
games as general-purpose commercial games and serious games that are “designed with the intention of improving some specific

aspect of learning” (Derryberry, 2010). However, a vast majority of video games employed in the selected studies were serious games

designed to improve specific math skills. Only three studies used general-purpose commercial games (Brain Age 2 in Gelman, 2010;

My Sims in Hawkins, 2008; Sims 2 in Panoutsopoulos & Sampson, 2012). As such, for a quantitative comparison perspective this

study characteristic was excluded. Furthermore, we attempted to code the studies with regard to math content (e.g., geometry,

arithmetic, algebra). However, due to considerably different school settings and paucity of experimental and quasi-experimental

research on math game-based learning, we were unable to classify math content.

In particular, the present study addressed the following research questions:

RQ1: What is the overall relative learning effectiveness of game-based interventions as compared to a traditional, non-video

game-based classroom instruction for student mathematics achievement in PreK-12th grades?

RQ2: How heterogeneous are results from studies on the overall relative learning effectiveness of game-based interventions as

compared to a traditional, non-video game-based classroom instruction for student mathematics achievement in PreK-12th grades?

RQ3: To what extent do study characteristics, namely grade level, instrument type, length of game-based intervention, country,

publication year and type, moderate the effect?

4. Method
4.1 Literature search

Searches of ERIC, PsycINFO, Wilson, Google Scholar, JSTOR, and ISI Web of Science databases were performed to collect

empirical studies, peer-reviewed journals, book chapters, thesis and dissertations, and conference papers, focusing on the effects of

computer games on student mathematics achievement. The following keywords were used: computer games, electronic games, video

games, computer software, mathematics achievement, mathematics education, number sense, numerical skills, numbers, experiment,

and experimental studies. The initial search located 860 studies.

4.2 Inclusion criteria

All studies from the initial search were examined by two reviewers and assessed for inclusion in the meta-analysis using the

following criteria:

1. Publication year range from 2000-2017

2. Study employed game-based and traditional, non-video game-based classroom instructional interventions

3. Study used at least one gamed-based classroom and one traditional classroom

4. Study participants were PreK-12th grade students

5. Student mathematics achievement was used as an outcome

6. It was possible to infer that the video games could be characterized as “good video games” (Shute & Ke, 2012)

7. Study reported sufficient data to calculate effect sizes


For the mathematics achievement outcomes requirement, eligible studies were required to measure students’ mathematics

performance. Studies focusing on related or general learning outcomes and benefits (e.g., creativity, cognitive strategies, self-efficacy,

work ethics, enjoyment, motivation) were excluded. Upon review of the initial set of 860 studies there were 48 studies that satisfied

the first five inclusion criteria items. However, many studies did not include a clear description of the employed learning games.

These studies were further examined by the first two authors to determine if they could be characterized as learning games and if they

included Shute and Ke’s (2012) attributes of good learning games. The first author’s field of expertise is Educational Research

Methods, Measurement and Statistics, and Instructional Design. The second author specializes in Instructional Design and

Technology with a research focus on video games. The first step in determining whether the employed video games could be

characterized as “good video games” was to search the Web, including video game websites and YouTube videos about the games. If

the initial Web search was insufficient, we searched whether the games were mentioned in the literature with regard to the game

description, development, and research uses.

Moreover, some studies did not report sufficient data to calculate effect sizes. A total of 24 studies satisfied the inclusion criteria

and were included in the meta-analysis. From these 24 studies we extracted 39 statistically independent effect sizes. The reason for

having more effect sizes than the number of studies is that, in nine studies there were multiple groups (i.e., pairs) that produced more

than one effect size. Unlike instances were, say, multiple outcomes are provided by the same sample of students (e.g., one reading

outcome and one math outcome), these nine studies provided statistically independent effect sizes from multiple groups. Figure 1

provides a flowchart of the inclusion and exclusion decisions that lead to the final dataset.
4.3 Selection of variables

Part of our methods included moderator analyses of select study characteristics. The following moderator variables were

categorized based on the common characteristics of the selected studies.


4.3.1 Grade level. Grade Level was a categorical factor consisting of three levels: Preschool-Kindergarten students (or its

equivalent if outside of the United States), 1st-6th grade students, and 7th grade and above. This variable evaluated whether the

effectiveness of mathematics game-based learning varied across different grade levels as to accommodate for a continued increase in

difficulty of mathematics skills and decrease in student motivation to learn from preschool-elementary to middle-high school settings

(Harter, 1981).

4.3.2 Instrument type. The instrument type variable classified the instrument types used in studies. This moderator consisted

of three levels, the first of which was researcher-made scale (surveys, questionnaires, and tests created or partially created by

researchers of the study). If researchers used selected questions or portions from a standardized instrument or large-scale assessment,

this was also considered as a researcher-made instrument. The rationale for this is that once an instrument is altered from its original

form, psychometric qualities often fluctuate and the instrument is no longer presented as intended by the original instrument creator(s).

The other two factor levels were commercial/standardized test and research-based scale. Commercial/standardized tests

consisted of utilitarian standardized instruments and large-scale assessments. These instruments have long-standing validity,

reliability, and psychometric properties which are generally accepted in research literature. Alternatively, research-based scales are

instruments previously used by researchers and are generally accepted and used in studies in their respective field. Overall, the

Instrument Type moderator variable was used in order to examine whether using different types of instruments (research-made,
commercial/standardized, and research-based scales) had an effect on student math achievement and showed significant differences

among studies.

4.3.3 Length of game-based intervention. This moderator represented the duration of the game-based intervention in order to

determine whether the intervention length contributed the effectiveness of game-based learning. Intervention length was categorized

into three levels: up to one hour, between one hour and eight hours, and over eight hours.

4.3.4 Country. A dummy variable was created for the country moderator: Studies completed in the United States and studies

completed outside of the United States. The United States and other countries have different educational systems. This moderator

variable examined the effect of these differences on the study outcomes.

4.3.5 Publication year. We observed a somewhat large increase in the amount of video-gaming research over the last decade.

Thus, the publication year moderator assessed differences among study results over time. We scaled publication year (i.e., first year

of publication within the set of studies we set to zero, then next publication year to one, and so forth) for ease of interpretation.

4.3.6 Publication type. As is often in meta-analysis we assessed any differences of effects based on the publication type

classification of a study. The publication type of a study consisted of two factor levels: journal and thesis/dissertation. Journal articles

were considered published documents and theses and dissertations were considered unpublished documents.

4.4 Effect sizes and variances


The effect-size metric was the standardized mean difference. Some studies had relatively small sample sizes, thus we opted to

use an unbiased version of the standardized mean difference proposed by Hedges (1981). The unbiased sample standardized mean

difference for the 𝑘th of 𝐾 studies is

3 ̅
Y𝑘T − ̅Y𝑘C
𝑑𝑘 = (1 − ) , (1)
4(𝑛𝑘T + 𝑛𝑘C − 2) − 1 𝑆𝑘P
where ̅
Y𝑘T and ̅
Y𝑘C are respective mean mathematics achievement outcomes for the treatment and control groups, 𝑆𝑘P is a pooled

standard deviation, and 𝑛𝑘T and 𝑛𝑘C are respective treatment and control sample sizes. A positive effect size is interpreted as a mean

difference favoring the treatment group and a negative effect size favoring the control group. In all instances the treatment group

refers to the group of students who received a mathematics video-gaming intervention.

For five effect sizes, insufficient group-mean results were reported. In these cases we computed the standardized mean

difference as

𝐹𝑘 (𝑛𝑘T + 𝑛𝑘C )
𝑑𝑘 = ± √ , (2)
𝑛𝑘T 𝑛𝑘C
where 𝐹𝑘 is the 𝐹 statistic from a one-way analysis of variance (see Borenstein, 2009). After computing effect-size estimates using (1)

or (2), we calculated the sample variance of the estimate as


𝑛𝑘T + 𝑛𝑘C 𝑑𝑘2
𝑣𝑘 = + , (3)
𝑛𝑘T 𝑛𝑘C 2(𝑛𝑘T + 𝑛𝑘C )
where all terms have been previously defined.

4.5 Effect-size homogeneity

An important step when conducting a meta-analysis is determining the degree of homogeneity of a collection of effects.

Several homogeneity measures were computed to assess the similarity of effects. First we computed the 𝑄 statistic (Hedges, 1982), a

common index for assessing homogeneity in meta-analysis,

𝐾
2
𝑄 = ∑ 𝑣𝑘−1 (𝑑𝑘 − 𝑑̅FE ) , (4)
𝑘=1
where 𝑑̅FE is the fixed-effect (i.e., inverse-variance weighted) mean. Under the null hypothesis of effect-size homogeneity, 𝑄 follows

an approximate chi-square distribution with 𝐾 − 1 degrees of freedom. Larger 𝑄 values correspond to more disagreement among

effect sizes.

The second homogeneity measure was 𝐼 2 (Higgins & Thompson, 2002; Higgins, Thompson, Deeks, & Altman, 2003),

computed as

𝑄−𝐾+1
𝐼2 = × 100%. (5)
𝑄
Rough interpretations of 𝐼 2 are no variation, low variation, moderate variation, and high variation for values 0, 25, 50, and 75,

respectively (Higgins et al., 2003).

4.6 Unconditional random-effects model

Based on the results from homogeneity tests (shown in the Results section), as well as our intention to generalize results to

more than the set of the collected studies, we adopted a random-effects model when making inferences to the overall results. A

benefit of the random-effects model is the incorporation of a non-zero variance parameter, 𝜏 2 , which represents a between-studies

heterogeneity. This between-studies variance components represents the degree of heterogeneity among the study-specific effects

(i.e., not at the primary-study level). Furthermore, under a random-effects model we allow individual study effects to differ across

studies. The random effects model used in our research distributional form is

𝑑𝑘 ~ 𝑁(𝛿𝑘 , 𝑣𝑘 )
(6)
𝛿𝑘 ~ 𝑁(𝜇, 𝜏 2 ),
where 𝛿𝑘 represents the true value of the 𝑘th effect size, 𝜇 population parameter of the overall mean of effects, and 𝜏 2 is the between-

studies variance parameter (estimated using restricted maximum likelihood).

For the overall effect we computed a random-effects mean, its variance, and the associated 95% confidence interval. The

random-effects mean estimate was calculated as


∑𝐾 2 −1
𝑘=1 𝑑𝑘 (𝑣𝑘 + 𝜏̂ )
𝑑̅RE = , (7)
∑𝐾 2 −1
𝑘=1(𝑣𝑘 + 𝜏̂ )
with an estimated variance

1
𝑣RE = . (8)
∑𝐾
𝑘=1(𝑣𝑘 + 𝜏̂ 2 )−1
4.7 Moderator analyses

As a follow-up to our unconditional overall models, we considered two types of conditional random-effects models to explain

systematic effect-size heterogeneity: ANOVA-like models and meta-regression. Both modeling techniques use effect sizes as

dependent variables and study characteristics as independent variables. In total, we examined six study characteristics (Grade Level,

Instrument Type, Length of Game-Based Intervention, Country, Publication Year and Type) as moderators of effect sizes. Of the six

coded variables, five were categorical (analyzed using ANOVA-like models) and one was continuous (analyzed using meta-

regression).

For the ANOVA-like models, we report within-group effect means and their standard errors, as well as 95% confidence

intervals. We also report two forms of chi-square statistics, 𝑄𝑏 and 𝑄𝑤 . These two measures assess predictor-specific significance in

terms of explaining systematic effect-size heterogeneity (𝑄𝑏 ) and within-group variability of effects (𝑄𝑤 ). Because 𝑄𝑤 is group-

specific, each group within a moderator (i.e., factor level) will have an estimate, while 𝑄𝑏 will have a single value for each specific

factor.
The meta-regression results include coefficients and their standard errors, as well as 95% confidence intervals. Similar to the

ANOVA-like modeling, we also provide two chi-square statistics, 𝑄𝑚 and 𝑄𝑒 . Both are related measures of a model fit, with larger

values of 𝑄𝑚 and smaller values of 𝑄𝑒 corresponding to greater explanatory power of the effect-size heterogeneity by the set of model

predictors.

4.8 Publication bias

Publication bias concerns studies with statistically significant and/or larger effects having publication preference over smaller

and/or non-statistically significant effects (see Rothstein, Sutton, & Borenstein, 2006). We used several methods to check for

publication bias. First, we provided a funnel plot (Figure 3) and assessed the expected relationship between effect-size magnitudes

and their standard errors. Along with this graphic, we used three quantitative assessment methods: Trim and Fill (Duval & Tweedie,

2000), Egger’s regression test (Egger et al., 1997), and Failsafe-N (Rosenthal, 1979). None of these tools prove the presence or

absence of publication bias, rather they collectively indicate the likelihood of publication bias. All analyses and graphics were

completed in R (R Core Team, 2016) using the meta package (Schwarzer, 2015) and metaphor package (Viechtbauer 2010).

5. Results

The 39 effect sizes in the meta-analysis ranged from -0.73 to 0.87, with roughly 67% of point estimates being positive (i.e.,

favorability to the video-gaming instruction group). Of the 24 unique studies, 9 contributed multiple (but statistically independent)

effect sizes. Primary study sample sizes ranged from 41 to 437 students (combined intervention and control group samples) with
publication dates from 2008 to 2016. Based on point estimates and confidence intervals shown in Figure 2, the variability of effect-

size magnitudes and precision appear somewhat heterogeneous. Not only do the effect-size magnitudes vary, the range spanned both

positive and negative sides of the spectrum, further suggesting a diverse collection of effects. Both statistical assessments of

homogeneity, 𝑄(38) = 92.25, 𝑝 < .001 and 𝐼 2 = 60.19%, supported parts of our interpretations of Figure 2 regarding the effect-size

heterogeneity. Given these results and our generalizability intentions when answering our research questions, we forwent using a

more restrictive fixed-effect model and adopted random-effects models when making statistical inferences. Overall and moderator

results are shown in Table 1.


The overall random-effects weighted effect size was 𝑑̅RE = 0.13, 𝑝 = .02, with an associated 95% confidence interval of [0.02,

0.24]. The overall effect of video-gaming instruction on mathematical achievement was marginally significant and quite variable, as

denoted by the rather wide confidence interval and relatively large standard error (𝑆𝐸 = 0.06). Furthermore, Figure 2 suggests that

effects likely vary from study-to-study. This is supported by the between-studies variability estimate of 𝜏̂ 2 = 0.07 (𝑆𝐸 = .03).

When assessing publication bias, all indicators lead to a small likelihood of publication bias. The funnel plot (Figure 3) shows

a moderate amount of effect-size symmetry. Trim-and-Fill results required no imputed effects to achieve asymmetry, which also

aligns with the lack of statistical significance of Egger’s regression test (−0.820, 𝑝 = .41). Last, the Failsafe-N assessment required

141 additional non-statistically significant effects to be added for our overall mean results for its observed significance level to a non-

statistically significant level (i.e., 𝛼 > .05).


5.1 Moderator analysis results

In this section we discuss results of moderator analyses. The selected study characteristics had varying degrees of an

explanatory power of the effect-size variability. We discuss each of the six moderators separately.

5.1.1 Grade Level. The grade level moderator did not explain a statistically significant amount effect-size heterogeneity

(𝑄𝑏 (2) = 4.00, 𝑝 = .14). However, variability within groups was statistically significant for two of the three groups. More

specifically, effect sizes varied within the 1st Grade – 6th Grade group (𝑄𝑤 (25) = 52.84, 𝑝 < .001) and the 7th grade and above group

(𝑄𝑤 (9) = 24.22, 𝑝 < .01). Effect-size variability was not statistically significant for the Preschool-Kindergarten group (𝑄𝑤 (2) =

6.00, 𝑝 = .05). This result, in terms of statistical significance is dependent on the choice of Type I error level (i.e., 𝛼). In our case we

choose to be more conservative and not assume statistical significance rather than risk the inflation of a result (i.e., assume statistical

significance).

5.1.2 Instrument type. A non-significant amount of the effect-size heterogeneity was explained by the instrument type

moderator (𝑄𝑏 (2) = 3.01, 𝑝 = .22). Thus, the use of different measurement instruments for the assessment of mathematics

achievement did not seem to impact the effect of the intervention. However, two of the three measure types did show significant

within-group variability, specifically both commercial/standardized tests (𝑄𝑤 (9) = 28.10, 𝑝 < .001) and researcher-made scales

(𝑄𝑤 (17) = 41.51, 𝑝 < .001). The effect-size variability was not statistically significant for the researcher-based scales (𝑄𝑤 (10) =

13.62, 𝑝 = .19).
5.1.3 Length of game-based intervention. Like the grade level, country, and instrument type moderators, the length of game-

based intervention did not explain a statistically significant amount of effect-size heterogeneity (𝑄𝑏 (2) = 2.51, 𝑝 = .28). However,

all three groups showed a within-group variability: up to one hour (𝑄𝑤 (10) = 25.04, 𝑝 < .01), between one hour and eight hours

(𝑄𝑤 (20) = 41.05, 𝑝 < .01), and over eight hours (𝑄𝑤 (6) = 22.92, 𝑝 < .001).

5.1.4 Country. Similar to the grade level moderator, we did not find a significant amount of explained effect-size

heterogeneity for the country moderator (𝑄𝑏 (1) = .29, 𝑝 = .60). Nevertheless, variability within groups was found to be statistically

significant. For studies from the United States, the homogeneity test statistic was 𝑄𝑤 (16) = 35.99, 𝑝 < .01 and for studies outside of

the United States the homogeneity statistic was 𝑄𝑤 (21) = 54.20, 𝑝 < .001.

5.1.5 Publication type. The publication type moderator was one of the few moderators found to have explained a significant

effect-size heterogeneity (𝑄𝑏 (1) = 6.49, 𝑝 = .01). This indicates that effect sizes varied between the type of study (journal or

thesis/dissertation). The mean effect of the journal group was 0.21(𝑆𝐸 = 0.06), while the mean for the thesis/dissertation group was

−0.07(𝑆𝐸 = 0.09), showing a disagreement in both magnitude and direction. Moreover, the variance within groups differed between

the source types. While the variance of effects within the thesis/dissertation type was not statistically significant (𝑄𝑤 (8) = 11.14, 𝑝 =

.19), the variance of effects within the journal type was significant (𝑄𝑤 (29) = 58.92, 𝑝 < .001).

5.1.6 Publication year. The publication year variable was scaled so that the year 2000 (i.e., the earliest year of collected

studies) was set to 0, then 2001 set to 1, and so forth. Our analysis revealed that the publication year slightly influenced the amount of
the effect-size variability (𝑄𝑚 (1) = 4.46, 𝑝 = .03). The slope from this regression model was 0.01(𝑆𝐸 = .01), indicating a small

increase in effect-size magnitude (i.e., an increase in the effect of video-gaming instruction on mathematics achievement) as the

publication year of a study increased. However, the publication year moderator did not explain all effect-size variability (𝑄𝑒 (37) =

79.88, 𝑝 < .001).

Table 1

Moderator Analysis Results

Moderator [𝑄𝑏 ] 𝐾𝑗 Mean(SE) 95% CI 𝑄𝑤𝑗


Overall 39 0.13(0.06) [0.02, 0.24]
Grade Level [𝑄𝑏 (2) = 4.00, p = .14]
Preschool – Kindergarten 3 0.58(0.25) [0.09, 1.06] 6.00
1st Grade – 6th Grade 26 0.13(0.07) [0.00, 0.27] 52.84****
7th grade and Above 10 0.05(0.10) [-0.14, 0.24] 24.22**
Country [𝑄𝑏 (1) = 0.29, p = .60]
United States 17 0.10(0.08) [-0.06, 0.26] 35.99**
Other 22 0.16(0.08) [0.00, 0.32] 54.20***
Instrument Type [𝑄𝑏 (2) = 3.01, p = .22]
Commercial/Standardized Test 10 0.03(0.10) [-0.17, 0.23] 28.10***
Research-based Scale 11 0.29(0.11) [0.07, 0.50] 13.62
Researcher-made Scale 18 0.11(0.08) [-0.05, 0.27] 41.51***
Length of Game-Based Intervention [𝑄𝑏 (2) = 2.51, p = .28]
Up to one hour 11 -0.03(0.12) [-0.27, 0.21] 25.04**
Between one hour and eight hours 21 0.19(0.08) [0.05, 0.34] 41.05**
Over eight hours 7 0.12(0.13) [-0.13, 0.37] 22.92***
Publication Type [𝑄𝑏 (1) = 6.49, p = .01]
Journal 30 0.21(0.06) [0.10, 0.33] 58.92***
Thesis or Dissertation 9 -0.07(0.09) [-0.25, 0.11] 11.14

𝐾 Coefficient(SE) 95% CI 𝑄𝑒
Publication Year [𝑄𝑚 (1) = 4.46, p = .03] 39 0.01(0.01) [0.00, 0.02] 79.88***
*p < .05; **p < .01; ***p < .001
Note: Means within groups are weighted under the mixed-effects model; 𝑗 indicates a specific group; Regression coefficient is standardized.

6. Discussion

The empirical research on video games in mathematics education remains limited (Connolly et al., 2012) and our present study

has further confirmed the paucity of research in this area. Despite a considerably large number of the reviewed studies (over 800),

only 24 studies that compared mathematics game-based learning with traditional instructional methods were included in the meta-

analysis (see Table 2). To generalize beyond the collection of studies in this meta-analysis, two types of random-effects models were

used. One random-effects model provided an unconditional representation of the overall effect of video-gaming instruction on

mathematics achievement. The second set of random-effects models looked at potential explanatory factors of systematic effect-size

variation.

6.1 Overall Effectiveness

Our first research question was what is the overall relative learning effectiveness of game-based interventions as compared to a

traditional, non-video game-based classroom instruction for student mathematics achievement in PreK-12th grades? A small but
marginally significant overall effect (𝑑̅RE = 0.13, 𝑝 = .02) suggests that mathematics video games contribute to a higher degree of

mathematics achievement compared to traditional instructional methods. Although previous meta-analyses did not focus specifically

on mathematics achievement, our findings converge with previous media comparisons meta-analyses that revealed benefits of CAI

relative to non-CAI conditions (Clark et al., 2016; Merchant et al., 2014; Vogel et al., 2006).
Table 2

Study Characteristics Included in Meta-Analysis

Length of Game-
Sample Grade
Study Country Instrument Type Game(s) based
Size Level
Intervention
researcher-made
Bai et al. (2012) 437 7th-12th USA DimensionM long
instrument
Brazil,
st th
Beserra et al. (2014) 271 1 -6 Chile, and research-based scale Researcher-developed game medium
Costa Rica
researcher-made
Carr (2012) 104 1st-6th USA iPad math games long
instrument
commercial/standardized
Chang et al. (2012) 92 1st-6th Taiwan Researcher-developed game medium
test
commercial/standardized
Chang et al. (2015) 306 1st-6th USA Researcher-developed game medium
test
researcher-made
Ferguson (2014) 222 7th-12th USA Slope game medium
instrument
commercial/standardized
Garneli et al. (2016) 80 1st-6th Greece Gem-game short
test
researcher-made
Gelman (2010) 80 7th-12th USA Brain Age 2, Nintendo DS long
instrument

Giannakos (2013) 87 7th-12th Norway research-based scale Gem-game medium

researcher-made
Hall (2015) 405 1st-6th USA iPad multiplication games medium
instrument
researcher-made
Hawkins (2008) 139 1st-6th USA MySims Wii, Nintendo Wii medium
instrument
Researcher-developed Brick
Hung et al. (2014) 69 1st-6th China research-based scale medium
Breaker game
ASTRA EAGLE (a series of
web-based computer games;
researcher-made academic content is based on
Ke (2008) 358 1st-6th USA medium
instrument the Pennsylvania System of
School Assessment (PSSA)
standards for mathematics)
VmathLive (academic content is
based on the National Council
King (2011) 128 7th-12th USA research-based scale medium
of Teachers of Mathematics
(NCTM) standards)
Researcher-developed
Lin et al. (2013) 64 1st-6th Taiwan research-based scale short
Monopoly game
Panoutsopoulos & commercial/standardized
57 1st-6th Greece Sims 2–Open for Business medium
Sampson (2012) test
researcher-made Researcher-developed
Pareto et al. (2012) 47 1st-6th Sweden long
instrument Teachable Agents game
Ploger & Hecht (2009) 196 1st-6th USA research-based scale Chartworld medium
Researcher-developed Super
Sedig (2008) 59 1st-6th Canada research-based scale medium
Tangrams game
Shin et al. (2012) 41 1st-6th USA research-based scale Skills Arena long
researcher-made
Starkey (2013) 168 7th-12th USA Lure of the Labyrinth medium
instrument
Sung, Chang & Lee commercial/standardized
60 PreK-K Taiwan Researcher-developed game short
(2008) test
Researcher-developed massive
th th
Swearingen (2011) 280 7 -12 USA research-based scale multiplayer online game long
(MMOG)
Weiss et al. (2006) 116 1st-6th Israel research-based scale Goldilocks series games long
EFFECTS OF GAME-BASED LEARNING 31

Related to this, our second research question asked how variable are results from studies

in terms of learning effectiveness of game-based interventions as compared to a traditional, non-

video game-based classroom instruction for student mathematics achievement? Based on our

assessment of effect-size heterogeneity (𝑄, 𝐼 2 , and 𝜏̂ 2 ), evidence pointed to disagreement among

study results. In other words, not all studies agreed on the effectiveness of video-gaming

instruction compared to traditional instruction with respect to measures of mathematical

achievement.

6.2 Effectiveness by Study Characteristics

To further explore potential reasons for this effect-size heterogeneity, our third research

question asked to what extent did study characteristics (grade level, country, instrument type,

length of game-based intervention, publication type and publication year) moderate the effect.

Of the six moderators used in our study, only two (publication type and publication year) had

significant explanatory power with respect to effect-size heterogeneity.

6.2.1 Grade Level

With regard to grade level, results suggest that mathematics video games were similarly

beneficial for students from various grade levels. These findings converge with Vogel et al.

(2006) media comparisons meta-analysis that examined the effects of games and simulations on

student general performance across various disciplines. Vogel et al. (2006) found that interactive

games and simulations were more beneficial for cognitive gains than traditional teaching

methods for all age groups. Our literature search revealed only three published studies

contrasting game-based learning and traditional classroom instruction in preschool-kindergarten

students. Thus, the findings should be interpreted with caution when generalizing to the PreK-K
EFFECTS OF GAME-BASED LEARNING 32

population since the results were obtained for the most part from studies with 1st-12th grade

students.

6.2.2 Length of Game-Based Intervention

Studies used in the meta-analysis varied considerably in terms of the length of the game-

based interventions (a single game session of 33 minutes as the shortest and multiple game

sessions with a total of 10080 minutes as the longest). In line with previous research (Clark et

al., 2016; Merchant et al., 2014), the length of game-based interventions did not have significant

explanatory power. This finding may appear counterintuitive – one might expect that longer

interventions should be more effective than shorter interventions. However, prior research on

the effects of interventions in mathematics classrooms reports that intervention duration has only

a small impact on students’ academic achievement in both primary and secondary schools

(Dignath & Büttner, 2008).

6.2.3 Instrument Type

Similar to Clark et al. (2016) and Merchant et al. (2014), this meta-analysis revealed non-

significant differences among the studies that utilized researcher-made scales,

commercial/standardized tests, or research-based scales. Although previously validated

instruments such as commercial/standardized tests and research-based scales are usually

associated with higher quality, some video-gaming studies assess learning outcomes for which

validated instruments were unavailable. We note that if a study utilized only selected questions

or portions from standardized instruments or large-scale assessments, this was considered as a

researcher-made instrument in the present meta-analysis. Given that the present and previous

meta-analyses found no relationship among different types of assessment instruments and

academic achievement, we believe that utilizing researcher-made scales when pre-existing


EFFECTS OF GAME-BASED LEARNING 33

validated instruments are unavailable would not necessarily diminish the quality of video game

research.

6.2.4 Publication Year

The publication year of a study had significant explanatory power with respect to effect-

size heterogeneity. Though only to a small degree, the effect of game-based learning on

mathematics achievement increased as the year of publication increased. There are several

possible explanations for this finding. First, because game-based learning is a developing area of

research, it is plausible to assume that game-based interventions utilized in more recent studies

were informed by previous video gaming research and therefore capitalized on past results.

Furthermore, the video games industry is constantly seeking new ways to produce more

engaging and higher quality games. These innovations could possibly contribute to higher

mathematics achievement as well.

6.2.5 Publication Type

In addition to publication year, the publication type moderator demonstrated that the

effect of video-gaming instruction on mathematics achievement differed between published and

unpublished studies. The set of published studies had a statistically significant mean effect size

which was positive and small-to-moderately large in magnitude. Conversely, the collection of

unpublished studies had a mean effect size which was not statistically different from zero. This

implies that published studies tended to claim larger effectiveness of the video-gaming

intervention than their unpublished studies counterparts.

7. Conclusions and Recommendations

This meta-analysis highlighted the need for more empirical research on mathematics

video games in order to deepen our understanding of how video games can enhance mathematics
EFFECTS OF GAME-BASED LEARNING 34

learning. Our initial intention was to examine various factors that could affect the relationship

among mathematics game-based learning and academic achievement, including student

individual differences, video game design characteristics, and attributes of video game-based

interventions. However, most of the identified mathematics video game studies only provided

partial information about the video games and game-based instructional interventions, thus

limiting our ability to systematically examine the effects of several moderator variables. To

advance research on mathematics game-based learning, we urge authors to include more detailed

descriptions of research procedures and assessment instruments, as well as information about

learning game(s) and expected learning outcomes. For example, it is important to report how the

employed game(s) align with the classroom curriculum, the amount of video game training that

teachers received, teacher familiarity with the game(s), how the video game intervention was

implemented and who implemented it, the duration and frequency of video game interventions,

and specific skills and knowledge promoted in the game.

With regard to future meta-analysis research on mathematics video games, there is a need

to examine how video games facilitate acquisition of mathematics skills and concepts within

different mathematical domains (e.g., geometry, arithmetic, algebra). Examining how video

games facilitate acquisition of various skills can advance our understanding of how to select an

optimal video game for enhanced learning of specific mathematics concepts and skills. Thus,

future research should attempt to examine whether mathematics learning tasks can explain the

relationships between video gaming and student achievement.

Clark et al. (2016) emphasized the importance of studying the relationships among game

design and learning outcomes. This is certainly true for mathematics video game research. We

should devote more attention to connecting game design characteristics with specific learning
EFFECTS OF GAME-BASED LEARNING 35

outcomes across various mathematical domains. However, current literature reviews suggest

that this type of research investigation can be a challenging task. Earlier research on educational

video games usually employed a single video game for an instructional intervention, which

allowed for a focus on game design and its impact on learning and engagement. However,

technological advances in digital video games created new opportunities and expectations for

teaching and learning. More recent studies implemented mathematics game-based learning using

a series of video games or multiple video-gaming apps that utilized various game designs and

genres and were played in the same game sessions, thus making the task of examining the role of

game design quite difficult, if not impossible.

Last, studying the impact of game-based intervention attributes on student achievement

can improve the quality of video game research in general and mathematics video gaming in

particular (de Boer et al., 2014). This area of research is limited within the game-based learning

literature. Identifying specific attributes of game-based interventions and examining

relationships among these attributes and learning outcomes would be an important contribution

to the literature on video games.

Funding

This research did not receive any specific grant from funding agencies in the public,

commercial, or not-for-profit sectors.


EFFECTS OF GAME-BASED LEARNING 36

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Running head: EFFECTS OF GAME-BASED LEARNING 46

Table 1

Moderator Analysis Results

Moderator [𝑄𝑏 ] 𝐾𝑗 Mean(SE) 95% CI 𝑄𝑤𝑗


Overall 39 0.13(0.06) [0.02, 0.24]
Grade Level [𝑄𝑏 (2) = 4.00, p = .14]
Preschool – Kindergarten 3 0.58(0.25) [0.09, 1.06] 6.00
1st Grade – 6th Grade 26 0.13(0.07) [0.00, 0.27] 52.84****
7th grade and Above 10 0.05(0.10) [-0.14, 0.24] 24.22**
Country [𝑄𝑏 (1) = 0.29, p = .60]
United States 17 0.10(0.08) [-0.06, 0.26] 35.99**
Other 22 0.16(0.08) [0.00, 0.32] 54.20***
Instrument Type [𝑄𝑏 (2) = 3.01, p = .22]
Commercial/Standardized Test 10 0.03(0.10) [-0.17, 0.23] 28.10***
Research-based Scale 11 0.29(0.11) [0.07, 0.50] 13.62
Researcher-made Scale 18 0.11(0.08) [-0.05, 0.27] 41.51***
Length of Game-Based Intervention [𝑄𝑏 (2) = 2.51, p = .28]
Up to one hour 11 -0.03(0.12) [-0.27, 0.21] 25.04**
Between one hour and eight hours 21 0.19(0.08) [0.05, 0.34] 41.05**
Over eight hours 7 0.12(0.13) [-0.13, 0.37] 22.92***
Publication Type [𝑄𝑏 (1) = 6.49, p = .01]
Journal 30 0.21(0.06) [0.10, 0.33] 58.92***
Thesis or Dissertation 9 -0.07(0.09) [-0.25, 0.11] 11.14

𝐾 Coefficient(SE) 95% CI 𝑄𝑒
Publication Year [𝑄𝑚 (1) = 4.46, p = .03] 39 0.01(0.01) [0.00, 0.02] 79.88***
*p < .05; **p < .01; ***p < .001
Note: Means within groups are weighted under the mixed-effects model; 𝑗 indicates a specific group; Regression coefficient is
standardized.
EFFECTS OF GAME-BASED LEARNING 47

Table 2

Study Characteristics Included in Meta-Analysis

Length of Game-
Sample Grade
Study Country Instrument Type Game(s) based
Size Level
Intervention
researcher-made
Bai et al. (2012) 437 7th-12th USA DimensionM long
instrument
Brazil,
st th
Beserra et al. (2014) 271 1 -6 Chile, and research-based scale Researcher-developed game medium
Costa Rica
researcher-made
Carr (2012) 104 1st-6th USA iPad math games long
instrument
commercial/standardized
Chang et al. (2012) 92 1st-6th Taiwan Researcher-developed game medium
test
commercial/standardized
Chang et al. (2015) 306 1st-6th USA Researcher-developed game medium
test
researcher-made
Ferguson (2014) 222 7th-12th USA Slope game medium
instrument
commercial/standardized
Garneli et al. (2016) 80 1st-6th Greece Gem-game short
test
researcher-made
Gelman (2010) 80 7th-12th USA Brain Age 2, Nintendo DS long
instrument

Giannakos (2013) 87 7th-12th Norway research-based scale Gem-game medium


EFFECTS OF GAME-BASED LEARNING 48

researcher-made
Hall (2015) 405 1st-6th USA iPad multiplication games medium
instrument
researcher-made
Hawkins (2008) 139 1st-6th USA MySims Wii, Nintendo Wii medium
instrument
Researcher-developed Brick
Hung et al. (2014) 69 1st-6th China research-based scale medium
Breaker game
ASTRA EAGLE (a series of
web-based computer games;
researcher-made academic content is based on
Ke (2008) 358 1st-6th USA medium
instrument the Pennsylvania System of
School Assessment (PSSA)
standards for mathematics)
VmathLive (academic content is
based on the National Council
King (2011) 128 7th-12th USA research-based scale medium
of Teachers of Mathematics
(NCTM) standards)
Researcher-developed
Lin et al. (2013) 64 1st-6th Taiwan research-based scale short
Monopoly game
Panoutsopoulos & commercial/standardized
57 1st-6th Greece Sims 2–Open for Business medium
Sampson (2012) test
researcher-made Researcher-developed
Pareto et al. (2012) 47 1st-6th Sweden long
instrument Teachable Agents game
Ploger & Hecht (2009) 196 1st-6th USA research-based scale Chartworld medium
Researcher-developed Super
Sedig (2008) 59 1st-6th Canada research-based scale medium
Tangrams game
Shin et al. (2012) 41 1st-6th USA research-based scale Skills Arena long
researcher-made
Starkey (2013) 168 7th-12th USA Lure of the Labyrinth medium
instrument
Sung, Chang & Lee commercial/standardized
60 PreK-K Taiwan Researcher-developed game short
(2008) test
EFFECTS OF GAME-BASED LEARNING 49

Researcher-developed massive
th th
Swearingen (2011) 280 7 -12 USA research-based scale multiplayer online game long
(MMOG)
Weiss et al. (2006) 116 1st-6th Israel research-based scale Goldilocks series games long
EFFECTS OF GAME-BASED LEARNING 50

Figures:

Figure 1. Flowchart of inclusion and exclusion decisions.


Figure 2. Forest plot for effect sizes. CI = Confidence Interval.
Figure 3. Funnel plot of effect sizes with 95% confidence interval.

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