Digital game-based learning in K-12 mathematics education: a systematic literature review
Author:
Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Link
https://link.springer.com/content/pdf/10.1007/s10639-021-10721-x.pdf
Reference110 articles.
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2. All, A., Castellar, E. P. N., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92, 90–103. https://doi.org/10.1016/j.compedu.2015.10.007.
3. *Barros, C., Carvalho, A. A., & Salgueiro, A. (2019). The effect of the serious game Tempoly on learning arithmetic polynomial operations. Education and Information Technologies, 1–13. https://doi.org/10.1007/s10639-019-09990-4.
4. *Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences. Computers & Education, 70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003.
5. *Beserra, V., Nussbaum, M., & Grass, A. (2017). Using a fine-grained multiple-choice response format in educational drill-and-practice video games. Interactive Learning Environments, 25(6), 717–732. https://doi.org/10.1080/10494820.2016.1172244.
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