RESEARCH PAPER
Assessing the impact of digital games-based learning on students’ performance in learning fractions using (ABACUS) software application
 
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1
Emirates College for Advanced Education, Abu Dhabi, UAE
 
2
Al Dhafra Private School, Al Ain, UAE
 
3
Higher Colleges of Technology, Al Ain, Abu Dhabi, UAE
 
 
Publication date: 2022-09-01
 
 
EURASIA J. Math., Sci Tech. Ed 2022;18(10):em2159
 
KEYWORDS
ABSTRACT
The United Arab Emirates’ vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students’ performance as they learn fractions. A quasi-experimental design was used in carrying out the research. All groups were pre- and post-tested to evaluate the effectiveness of the ABACUS active learning intervention. Eighty (n=80) student participants were divided randomly into a control (n=39) group and an experimental (n=41) group. Descriptive and inferential statistics were used to analyze the data from the pre-and post-tests. The results suggested that students in the post-test of the experimental group achieved a higher score than those in the control group. The findings of this study may provide mathematics teachers with an alternative method to teaching the concept of fractions. Additionally, the findings may also inspire or encourage curriculum planners to integrate digital games-based learning in educational settings. The study concluded with some implications and recommendations for future research.
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ISSN:1305-8215
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