BRAGG
INTRODUCTION
LITERATURE REVIEW
Defining Games
Samples of the games used in this research are described in the
Methodology section below, but it is noted here how games were
defined in this research to differentiate them from non-game activities.
The word game brings to mind various interpretations, so it was
important to review and synthesise published definitions.
TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES 1447
The games selected by the researcher for this study met this definition.
The non-game activities met the first two criteria but did not meet the
remaining five criteria.
1448 LEICHA A. BRAGG
Harvey & Wheeler, 1983; Siegler & Ramani, 2008; Thomas & Grouws,
1984); overcoming conceptual obstacles through games (Onslow, 1990)
and learning without formal instruction (Kamii & DeClark, 1985). A
number of studies (Asplin, Frid & Sparrow, 2006; Kamii & Rummelsburg,
2008; Roche, 2010; Young-Loveridge, 2004) have incorporated games into
mathematics programs with success.
As the research reported on in this paper investigated shifts in students
mathematical understandings as a result of game-playing interventions,
studies conducted on the cognitive effects of game playing were of
particular relevance. During the games movement in mathematics
education that was mentioned above, Bright et al. (1985) undertook
extensive research on the cognitive effects of instructional mathematics
games. The researchers investigated two game-related variables: (a)
instructional/grade level and (b) Blooms taxonomic level. Judging by
differences between their subjects pre-test and post-test results, they
concluded that that games could be employed to teach content at every
taxonomic level at all instructional levels. However, the researchers
warned that teachers should be wary of claims that some particular
technique teaches logical reasoning without explicit instruction (p. 403),
and they suggested a need to compare the effects of games with those of
other kinds of instructional treatments.
Thomas & Grouws (1984) researched the effect of game playing on
inducing cognitive growth by utilised two treatment groups: one with an
observer questioning the players to stimulate student thinking and the
other with a non-verbalising observer. Greater gains were made by the
group including a verbal observer, resulting in their conclusion that it is
essential to include discursive interaction while playing games for
cognitive growth to be realised.
Ramani & Siegler (2008) found that the positive effects of playing
numerical board games were not limited to improved number line
estimation. Playing the games also improved the counting, number
identification and numerical magnitude comparison skills of young
children. In fact, Siegler & Ramani (2008) tackled an equity problem
when they showed that providing children from low-income backgrounds
with just 1 h per week of experience playing board games with
consecutively numbered, linearly arranged, equal-size squares improved
their knowledge of numerical magnitudes to the point where it was
indistinguishable from that of children from upper-middle income
backgrounds who did not play the games.
Another relevant study was undertaken by Onslow (1990) who
examined the use of games to overcome conceptual obstacles. The
TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES 1451
Most research seems to indicate that games have been incorporated into
mathematics programs with success. For example, over the course of a 1-
year mathematics program that did not include formal instruction of
equations, Kamii & DeClark (1985) gradually introduced stimulating and
competitive games involving number operations, and the students
compared favourably in an end-of-year test with the control group of
students in the same school. In a long-term intervention, Young-
Loveridge (2004) combined games with number books to improve early
numeracy with success. Likewise, Roche (2010) successfully used a dice
game to help primary-school students to understand the meaning of
decimal fractions. Kamii & Rummelsburg (2008) found games along with
other activities promoted logico-mathematical thinking in first-graders.
Asplin et al. (2006), exploring the nature of students mental computation
capacities within a range of game-playing activities in one classroom,
found that extensive playing of number-based games that were scaffolded
by teacher-designed learning structures (i.e. how often and when games
were played, the game level difficulties, and who plays against whom)
supported students engagement in mental recall, mathematical verbal-
isation and mental strategies and experimentation with number combina-
tions. However, due to the multiple activities included in each of these
mathematics programs and the lack of control groups, it is difficult to
attribute the success of the programs solely to game playing and
impossible to compare students progress with that for non-game
activities.
In summary, results from the studies cited above seem to indicate that
game playing in isolation does not automatically promote cognitive
development in mathematical learning. On the other hand, they do
suggest that, in conjunction with dialogue and explicit instruction and
varied non-game activities, games with well-defined instructional objec-
1452 LEICHA A. BRAGG
METHODOLOGY
The Participants
The participants in the study were from eight classes of Year 5 and 6
students (mostly aged 10 to 12 years), in three primary schools in the
same low-economic-status suburban area of Melbourne, Australiaa
1454 LEICHA A. BRAGG
The Games
Prior to commencing this research, I trialled an assortment of games for
differing purposes in primary classroom settings. Often, the games were
utilised to enhance previously established mathematical knowledge,
whilst others were selected to create cognitive conflict through directly
challenging childrens prior understandings. The games in this study were
selected for the latter purpose to assist the children to recognise
multiplication does not always result in a larger number and division
result in a smaller number. These are typical misconceptions related to
multiplication and division of decimals (see Greer, 1987; Tirosh &
TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES 1455
RESULTS
Table 1 compares the pre-test, post-test and delayed post-test results over
the three sets of classrooms: (a) Games classrooms without discussion; (b)
Games classrooms with discussion and (c) Activity classrooms.
The fact that the Game without discussion students had a higher
starting point, as suggested by their pre-test score, was coincidental and
somewhat surprising because according to the policy of the participating
schools, each class represented a range of academic abilities. This
treatment group had a slightly higher percentage of Year 6 students (69%)
than the mean for all groups (63%), but this only equates to a difference
of two children. The difference in starting points may have had some
impact on the results (see below), but my focus was on the improvement
in scores between the pre- and post-test, and between the pre-test and the
delayed post test (i.e. evidence of learning during the research period).
It is clear from these results that all three forms of intervention resulted in
improved scores during that time, and this is not surprising because the
games and activities were likely to result in some learning. The Games
without discussion students correctly answered a mean of 1.46 questions
more in the post-test, which does not seem a lot (out of 23 questions), but the
result is statistically significant at the 0.05 level and represented an increase
of 12.92%. By the delayed post-test, their results had increased by 1.84
points (16.28%), so it seems that what the Games without discussion students
had learnt relatively independently had been retained very well.
TABLE 1
Mean scores on the achievement tests for all groups
35 Pre-test to
Post-test
30 Pre-test to
Delayed post-test
25
20
15
10
0
Games without Games with Activities
discussion discussion
Figure 2. Percentage increases in mean scores for the three treatment groups
TESTING THE EFFECTIVENESS OF MATHEMATICAL GAMES 1459
and division of decimals had not been introduced at this level of their
education.
The box plots showing the post-test results for all groups indicate a
general improvement in the students scores over the measured period.
Through examination of the median scores, it is pleasing to note that
students across both the game-playing groups showed an increase in their
understanding of mathematical content examined in the test items. The
Game without discussion treatment group made more gains that the other
groups between the pre-test and post-test periods, even though they
started with higher pre-test scores. It is possible that these students prior
knowledge assisted them in making more sense of the games and hence
greater gains on the test items than students in the other groups. Likewise,
the Game with discussion group commenced the experimental teaching
program with the lowest results on the achievement test of the game-playing
groups so some of the students may not have possessed the necessary
foundations on which to build the mathematical concepts addressed in the
games. Differences in the teachers approaches, a variable that could not be
held constant, may have also influenced the outcomes for the groups.
TABLE 2
Percentage of correct responses on the achievement tests for all groups on item 3c
The second item, 4f (see Fig. 2 earlier in this paper), requested students
to consider which choice of five numbers (0.1, 0.5, 0.75, 1, 1.5) to divide
58 by to obtain an approximate answer of 80. Interestingly, when the
results were combined, there was an overall gain demonstrated by all
groups over the period (see Table 3). However, when examined by group
a large, 26.2% gain in correct responses is demonstrated by the Activities
group directly after the treatment period, while the Game without discussion
group declined during this period. Yet, the delayed post-test results showed a
reversal of this outcome for both groups.
The Game with discussion group demonstrated a gain in understanding
directly after and in the 10-week post-treatment. The delayed post-test
results for both the game playing groups suggests a sustained impact on
students understanding of division of numbers using decimal divisors as
a result of the game playing experience.
TABLE 3
Percentage of correct responses on the achievement tests for all groups on item 4f
CONCLUSION
One of the aims of this study was to provide insights into the
mathematical game-playing experience and its impact on mathematical
learning. The results revealed that game playing had a minor, but
statistically significant, positive effect assisting students development of
conceptual understanding of key mathematical concepts. A comparison of
the effects of game playing with the effects of using varied non-game
activities does not support the claim that games are a very useful vehicle
for promoting mathematical learning, even when game playing is
supported by teacher-led discussion.
The research reported in this paper has implications for teachers,
teacher educators, curriculum developers and educational researchers. The
general results seem to suggest that primary mathematics classrooms
should not have a heavy emphasis on games, with or without whole-class
discussion. If creating a deep understanding of mathematical concepts is
the goal of mathematics teaching, then employing these games at a pre-
instructional stage may not be an effective tool for achieving this
objective. However, it may be the case that the games in the current study
may have been more effective if played at a co-instructional or post-
instructional stage of the childrens understandinga factor that needs
further researchso when selecting a game for use in the classroom,
teachers could consider when and how to use games as well as the
appropriateness of the mathematical content for the students level of
understanding.
The use of achievement tests to provide an accurate measure of
students understandings has its critics (Kamii & DeClark, 1985), and
teachers may choose to measure learning generated through game playing
using more probing assessment methods. Student interviews are time-
consuming but may paint a more accurate picture of the students
understandings than achievement tests. Teacher observations and informal
questioning of the children during game-playing may also produce
valuable insights into the strategies children employ. Whole-class
discussions and reflective journals would give students an opportunity
to share their understandings of a game and its mathematical intent. As
with all studies, there are limitations associated with the measuring
instruments, and further research into games might productively employ a
range of instruments to measure learning in order to build a more nuanced
picture of the effect of game playing on students mathematical
understanding. While there is a plethora of mathematical games available
to classroom teachers and quite a few researchers who make claims about
1464 LEICHA A. BRAGG
their efficacy, there are few available instruments with which to measure
the mathematical learning children achieve through game playing.
While the case for the use of games in classrooms remains inconclusive
and requires further investigation, teachers can be encouraged to continue to
use games as long as they are just one component of varied learning activities
that actively support mathematical learning.
ACKNOWLEDGMENTS
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