Engaging Children in Math: Game-Based and Playful Approaches to Learning

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: 30 November 2025 | Viewed by 1860

Special Issue Editors


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Guest Editor
School of Applied Mathematics and Informatics, University of Osijek, 31000 Osijek, Croatia
Interests: game-based learning in mathematics; game-based pedagogy; utilization of resources for teaching and learning mathematics

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Guest Editor
Center for Applied Research on Education, Amsterdam University of Applied Sciences, 1091 GM Amsterdam, The Netherlands
Interests: learning secondary mathematics; the utilization of (new) technologies and digital games in mathematics; game-based pedagogy

Special Issue Information

Dear Colleagues,

This Special Issue will explore how games and playful activities can enrich mathematics education for students across all grade levels. Although games have long been recognized as valuable tools for learning in early childhood and are often integrated into the curricula for younger students, there is an increasing recognition of their potential value in middle school, high school, and even tertiary education. Games and playful activities provide engaging and effective approaches for teaching mathematical concepts across all educational stages, fostering sustained interest and engagement in mathematics.

Despite this potential, research on the role of games in mathematics education remains in its early stages, although recent digital advancements and new game formats have spurred increased interest. Digital technologies, including video games, role-playing games, live-action role plays (LARPs), next-generation board games, and escape rooms, provide a wide range of tools to engage students in mathematical thinking across diverse age groups and educational settings. These game-based approaches have shown promise in motivating learners, enhancing comprehension, and increasing engagement through interactive and immersive experiences.

This Special Issue aims to advance the discussion on playful and game-based learning and their theoretical foundations in mathematics education, to highlight emerging themes in the field and to showcase recent findings from international studies. We welcome papers examining topics such as the following:

  • Theoretical perspectives on the role of games and play in cognitive and emotional engagement in mathematics across various educational stages;
  • Insights into how different game formats (digital games, role-playing games, board games, and others) impact mathematical understanding and skill development from primary through secondary and tertiary education;
  • Empirical studies detailing the design, implementation, and outcomes of game-based approaches in diverse educational settings and across different grade levels;
  • Case studies and practical examples of effective game-based interventions, particularly those addressing common challenges in mathematics learning, such as anxiety, low engagement, or motivation, across all ages;
  • Discussions on curriculum integration and the potential for games to support differentiated and inclusive learning in mathematics, adaptable to varying levels of mathematical competence and understanding.

Dr. Ljerka Jukić Matić
Dr. Sonia Abrantes Garcêz Palha
Guest Editors

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Keywords

  • mathematics
  • engagement
  • playful activities
  • game-based learning
  • game-based pedagogy
  • gamification
  • designing games

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Published Papers (1 paper)

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Research

32 pages, 3104 KiB  
Article
Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals
by Szilvia Szilágyi, Enikő Palencsár, Attila Körei and Zsuzsanna Török
Educ. Sci. 2025, 15(2), 132; https://doi.org/10.3390/educsci15020132 - 23 Jan 2025
Viewed by 1529
Abstract
Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. [...] Read more.
Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation. In this paper, an original non-digital card game, Blue Yeti, is presented that supports determining the convergence property of improper integrals using the comparison theorems and the Cauchy–Maclaurin test, providing a motivational and effective way of acquiring knowledge for Gen Z students. This paper provides a comprehensive overview of the development process, rules, and gameplay mechanics of Blue Yeti, which was created as a key component of a multifunctional didactic framework. In addition, it presents findings from a two-year research study conducted among first-year bachelor’s students in computer science on the benefits of playing Blue Yeti. Quantitative studies were carried out with 63 first-year IT students using a quasi-experimental research design to measure the effectiveness of the game. A pre- and post-test design was used with the experimental group of 31 participants to evaluate the short-term effects of card game-based learning. A t-test for paired samples was used for hypothesis testing. To assess the medium-term impact, the results from the related midterm exam problems were statistically analysed, comparing the outcomes of the experimental group with those of the control group using the Mann–Whitney U-test. The results indicated that the experimental group outperformed the control group, achieving a mean score of 3.03 out of 6 on the designated midterm exam problems, compared to the control group’s mean score of 1.78. Additionally, student attitudes towards the game were measured using a mixed-method approach, which provided not only quantitative data but also qualitative information on student attitudes towards Blue Yeti, complementing the statistics on learning outcomes. The results of the study clearly support the effectiveness of the card game. Full article
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