Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?

dc.contributor.authorChristopoulos Athanasios
dc.contributor.authorMystakidis Stylianos
dc.contributor.authorKurczaba Justyna
dc.contributor.authorLaakso Mikko-Jussi
dc.contributor.authorStylios Chrysostomos
dc.contributor.organizationfi=kyberturvallisuusteknologia|en=Cyber Security Engineering|
dc.contributor.organizationfi=oppimisanalytiikan tutkimusinstituutti|en=Turku Research Institute for Learning Analytics|
dc.contributor.organization-code1.2.246.10.2458963.20.73636593326
dc.contributor.organization-code2610304
dc.converis.publication-id387103417
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/387103417
dc.date.accessioned2025-08-28T01:34:23Z
dc.date.available2025-08-28T01:34:23Z
dc.description.abstractPrevious studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a Game-Based Learning intervention. This was tested among 59 Greek high school students, using authentic design. After having received a traditional education module, the students were tested and then engaged for four weeks in a desktop-based 3D Virtual Learning Environment where they could play mathematic minigames. They were subsequently re-tested to verify if they showed a significant increase in mathematical skills. The students showed an improvement in their mathematical skills (Cohen's d = 1.26), with significant results for functions, geometry, and thinking skills and methods. On the individual level, about half of the students showed a 10% increase in one of the domains (numbers & calculations, functions, geometry, thinking skills and methods, and algorithms and number theory). Immersion was found to be reflected by engagement and presence, but neither one of these aspects was associated with mathematical achievement after the intervention. It is concluded that Game-Based Learning is an effective approach to increasing mathematical skills, yet the underlying mechanisms are not yet understood. The authors discuss several alternative mechanisms based on the literature that can be verified in future studies.
dc.format.pagerange1479
dc.format.pagerange1499
dc.identifier.eissn1573-1774
dc.identifier.jour-issn1571-0068
dc.identifier.olddbid207735
dc.identifier.oldhandle10024/190762
dc.identifier.urihttps://www.utupub.fi/handle/11111/57103
dc.identifier.urlhttps://doi.org/10.1007/s10763-023-10440-4
dc.identifier.urnURN:NBN:fi-fe2025082787773
dc.language.isoen
dc.okm.affiliatedauthorChristopoulos, Athanasios
dc.okm.affiliatedauthorLaakso, Mikko-Jussi
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSPRINGER
dc.publisher.countryNetherlandsen_GB
dc.publisher.countryAlankomaatfi_FI
dc.publisher.country-codeNL
dc.publisher.placeDORDRECHT
dc.relation.doi10.1007/s10763-023-10440-4
dc.relation.ispartofjournalInternational Journal of Science and Mathematics Education
dc.relation.issue7
dc.relation.volume22
dc.source.identifierhttps://www.utupub.fi/handle/10024/190762
dc.titleIs Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?
dc.year.issued2024

Tiedostot

Näytetään 1 - 1 / 1
Ladataan...
Name:
s10763-023-10440-4.pdf
Size:
928.83 KB
Format:
Adobe Portable Document Format