The effects of two digital educational games on cognitive and non-cognitive math and reading outcomes

Abstract Digital educational games play an increasingly important role in education. However, multiple questions about the effectiveness of educational games with respect to cognitive and non-cognitive effects remain unclear. The current study, a longitudinal, quasi-experiment with 336 first graders, examined the effects of two digital educational games, Number Sense Game (NSG) and Reading Game (RG). The NSG trained early numerical skills, the RG supported emergent reading. Children were pseudo-randomly assigned to either an experimental condition, comprising eight weeks of intensive game-based training, or a control condition in which they took part in regular education without game-based practice. A pretest-posttest design was used to examine the effects of the intervention on cognitive (digit comparison, number line estimation, letter knowledge, math and reading competence) and non-cognitive outcomes (math and reading anxiety). Delayed cognitive effects on math and reading competence were also investigated two months after the intervention. Furthermore, we examined variances of the impact of the training on cognitive outcomes as a consequence of differences in children's prior knowledge, prior affect and socio-economic status. For cognitive outcomes, results revealed that children who played a game performed better on number line estimation and reading competence, whereas no significant differences were observed for digit comparison, letter knowledge and math competence. Also, children who played a game showed better scores in the delayed reading posttest, but not in the delayed math posttest. For non-cognitive outcomes, game training did not affect math or reading anxiety. Regarding individual differences, children with less prior knowledge in the game play condition performed better on the number line estimation posttest compared to children in the control condition. Children with more prior knowledge in the game play condition still scored better on this test compared to the control condition, but the difference between the conditions was smaller.

[1]  Jean Écalle,et al.  Serious games as new educational tools: how effective are they? A meta-analysis of recent studies , 2013, J. Comput. Assist. Learn..

[2]  Stefan Ufer,et al.  How Training on Exact or Approximate Mental Representations of Number Can Enhance First-Grade Students' Basic Number Processing and Arithmetic Skills , 2013 .

[3]  Michael F. Young,et al.  Our Princess Is in Another Castle , 2012 .

[4]  Daniel Ansari,et al.  How do symbolic and non-symbolic numerical magnitude processing skills relate to individual differences in children's mathematical skills? A review of evidence from brain and behavior , 2013, Trends in Neuroscience and Education.

[5]  Monica Melby-Lervåg,et al.  Phonological skills and their role in learning to read: a meta-analytic review. , 2012, Psychological bulletin.

[6]  B. Reynvoet,et al.  Enhancing arithmetic in pre-schoolers with comparison or number line estimation training: Does it matter? ☆ , 2016 .

[7]  Eliane Segers,et al.  Effects of a tablet game intervention on simple addition and subtraction fluency in first graders , 2017, Comput. Hum. Behav..

[8]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[9]  S. Y. Chen,et al.  Effects of anxiety levels on learning performance and gaming performance in digital game-based learning , 2018, J. Comput. Assist. Learn..

[10]  Sian L. Beilock,et al.  On the relationship between math anxiety and math achievement in early elementary school: The role of problem solving strategies. , 2016, Journal of experimental child psychology.

[11]  Julie L. Booth,et al.  Development of numerical estimation in young children. , 2004, Child development.

[12]  Silas Formunyuy Verkijika,et al.  Using a brain-computer interface (BCI) in reducing math anxiety: Evidence from South Africa , 2015, Comput. Educ..

[13]  Anissa All,et al.  Towards a conceptual framework for assessing the effectiveness of digital game-based learning , 2015, Comput. Educ..

[14]  K. Chung Socioeconomic status and academic achievement , 2015 .

[15]  Heikki Lyytinen,et al.  Assessing the Effectiveness of Two Theoretically Motivated Computer-Assisted Reading Interventions in the United Kingdom: GG Rime and GG Phoneme , 2013 .

[16]  S. Dehaene,et al.  Computer-Assisted Intervention for Children with Low Numeracy Skills , 2009 .

[17]  Brenda R. J. Jansen,et al.  The Influence of Experiencing Success in Math on Math Anxiety, Perceived Math Competence, and Math Performance. , 2013 .

[18]  Andrija Bernik,et al.  Instructional design in game based learning and applications used in educational systems , 2018 .

[19]  R. Reeve,et al.  Relationships between 9-Year-Olds' Math and Literacy Worries and Academic Abilities , 2012 .

[20]  Sian L. Beilock,et al.  Reading Anxiety: An Early Affective Impediment to Children’s Success in Reading , 2018, Journal of Cognition and Development.

[21]  S. Vaughn,et al.  Current Evidence on the Effects of Intensive Early Reading Interventions , 2018, Journal of learning disabilities.

[22]  L. Verhoeven,et al.  Enhancing decoding efficiency in poor readers via a word identification game , 2017 .

[23]  Dian Anita Nuswantara,et al.  Does IT Matter? , 2018 .

[24]  Michael Schneider,et al.  Associations of non-symbolic and symbolic numerical magnitude processing with mathematical competence: a meta-analysis. , 2017, Developmental science.

[25]  J. V. van Leeuwe,et al.  The predictive power of phonemic awareness and naming speed for early Dutch word recognition , 2009 .

[26]  Stanislas Dehaene,et al.  Effects of an Adaptive Game Intervention on Accessing Number Sense in Low-Socioeconomic-Status Kindergarten Children , 2009 .

[27]  A. Wong,et al.  How socioeconomic status, executive functioning and verbal interactions contribute to early academic achievement in Chinese children , 2017 .

[28]  Pol Ghesquière,et al.  Symbolic magnitude processing in elementary school children: A group administered paper-and-pencil measure (SYMP Test) , 2016, Behavior Research Methods.

[29]  Changing Relations between Phonological Processing Abilities and Word-Level Reading as Children Develop from Beginning to Skilled Readers: A 5-Year Longitudinal Study. , 1997 .

[30]  Soohyun Cho,et al.  Testing the Efficacy of Training Basic Numerical Cognition and Transfer Effects to Improvement in Children’s Math Ability , 2018, Front. Psychol..

[31]  Anissa All,et al.  Assessing the effectiveness of digital game-based learning: Best practices , 2016, Comput. Educ..

[32]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[33]  David J. Miller,et al.  Educational benefits of using game consoles in a primary classroom: A randomised controlled trial , 2011, Br. J. Educ. Technol..

[34]  Atsusi Hirumi,et al.  The effects of modern mathematics computer games on mathematics achievement and class motivation , 2010, Comput. Educ..

[35]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[36]  Michael Schneider,et al.  Associations of Number Line Estimation With Mathematical Competence: A Meta-analysis. , 2018, Child development.

[37]  Marco van de Ven,et al.  Early reading intervention by means of a multicomponent reading game , 2017, J. Comput. Assist. Learn..

[38]  Benazir Quadir,et al.  Effects of Prior Knowledge on Learning Performance and Anxiety in an English Learning Online Role-Playing Game , 2018, J. Educ. Technol. Soc..

[39]  Eliane Segers,et al.  Long-term effects of computer training of phonological awareness in kindergarten , 2005, J. Comput. Assist. Learn..

[40]  Ann Dowker,et al.  Mathematics Anxiety: What Have We Learned in 60 Years? , 2016, Front. Psychol..

[41]  Bert Reynvoet,et al.  Approximate number sense, symbolic number processing, or number-space mappings: what underlies mathematics achievement? , 2013, Journal of experimental child psychology.

[42]  Sian L. Beilock,et al.  Reciprocal relations among motivational frameworks, math anxiety, and math achievement in early elementary school , 2018 .

[43]  Lieven Verschaffel,et al.  Design of the game “Dudeman & Sidegirl: Operation clean world”, a numerical magnitude processing training , 2014 .