Abstract
Using game-based learning (GBL), especially digital game-based learning (DGBL), as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning. Effective manipulatives and games play a crucial role in promoting mathematical understanding. They support students in building, reinforcing and connecting varied representations of mathematical concepts. High-quality games are particularly valuable for learners as they provide them with control and adaptability. These games have properties that are adapted to cognitive and mathematical structures, facilitating the development of connections between different pieces and forms of knowledge. Digital games can help to achieve the same effects. In this paper, we conduct a quasi-experiment using games developed for this purpose. Our aim is to investigate whether non-digital games vs. digital games yield different results. Our results indicate that while students enjoyed themselves and found the task-solving enjoyable during both types of game-based learning, the use of non-digital games vs. digital games can sometimes lead to different outcomes.
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