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ASSESSING THE EFFECTIVENESS OF AN RPG GAME ON HELPING PUPILS TO LEARN AND PRACTICE THE MULTIPLICATION TABLES
University of Macedonia (GREECE)
About this paper:
Appears in: INTED2020 Proceedings
Publication year: 2020
Page: 7930 (abstract only)
ISBN: 978-84-09-17939-8
ISSN: 2340-1079
doi: 10.21125/inted.2020.2157
Conference name: 14th International Technology, Education and Development Conference
Dates: 2-4 March, 2020
Location: Valencia, Spain
Abstract:
Mathematics are considered one of the most challenging subjects to teach in primary education. [1] Research studies in this area show that learning difficulties in mathematics are not exclusively correlated to pupils with special educational needs, but also pupils in general education. [2] Reasons such as dyscalculia, dyslexia, low self-esteem, low self-efficacy, mathematics learning disabilities, and math anxiety are probably responsible for the difficulties encountered in learning mathematics. [1,5] A research study carried out on pupils with special educational needs demonstrates that they fall even further behind in learning mathematics compared with pupils of the same age in general education [3]. Learning the multiplication tables is one of the factors that slow down the learning process of mathematics [5]. This research concludes that unless children manage to learn the multiplication tables in primary school age, they are likely to face problems in general through all phases of their education [2]. Knowledge of the multiplication tables can be achieved by the regular practice of multiplication exercises. Nevertheless, practicing through educational software is far more effective than doing so with a pencil and paper worksheets [5]. In particular, the use of serious games can increase their accuracy compared to pencil and paper worksheets and also increases their mental calculation speed [4]. The application is an RPG game, the aim of which is to help pupils to learn and practice the multiplication tables. It can either run on a Windows operating system or Interactive Whiteboards. Twenty primary school teachers evaluated the game. After using the software, they asked to fill in a Likert-type questionnaire comprising questions about the educational value of the game as well as pupils’ willingness to play with it. The survey responses were very encouraging. However, we consider that due to the small sample size, the survey should be repeated on a larger scale to guarantee the reliability of the results.

References:
[1] Mundia, Lawrence. "The assessment of math learning difficulties in a primary grade-4 child with high support needs: Mixed methods approach." International Electronic Journal of Elementary Education 4.2 (2012): 347
[2] Wong, Monica, and David Evans. "Improving basic multiplication fact recall for primary school students." Mathematics Education Research Journal 19.1 (2007): 89-106.
[3] Bakker, Marjoke, Marja van den Heuvel‐Panhuizen, and Alexander Robitzsch. "Effects of mathematics computer games on special education students' multiplicative reasoning ability." British Journal of Educational Technology 47.4 (2016): 633-648.
[4] Castellar, Elena Núñez, et al. "Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes." Information sciences 264 (2014): 19-31.
[5] Geary, David C. "Mathematics and learning disabilities." Journal of learning disabilities 37.1 (2004): 4-15.
Keywords:
Serious game, education, mathematics.