A Digital Math Game and Multiple-Try Use with Primary Students: A Sex Analysis on Motivation and Learning
Claudio Cubillos, Silvana Roncagliolo, Daniel Cabrera-Paniagua, Rosa Maria Vicari

TL;DR
This study explores how a digital math game affects learning and motivation in primary students, with a focus on sex differences and the impact of different feedback conditions.
Contribution
The study provides insights into sex differences in learning and motivation under varying instructional conditions in digital game-based learning.
Findings
Girls outperformed boys in learning gains.
Girls showed lower levels of competence and autonomy than boys.
No sex differences were found in interest, effort, and value across conditions.
Abstract
Sex differences have been a rarely addressed aspect in digital game-based learning (DGBL). Likewise, mixed results have been presented regarding the effects according to sex and the conditions that generate these effects. The present work studied the effects of a drill-and-practice mathematical game on primary students. The study focused on an analysis by sex, measuring motivation and learning in the practice activity. Also, two instructional mechanics were considered regarding the question answering to search for possible differences: a multiple-try feedback (MTF) condition and a single-try feedback (STF) condition. A total of 81 students from four courses and two schools participated in the intervention. The study’s main findings were as follows: (a) the girls outperformed the boys in terms of the students’ learning gains; (b) the girls presented lower levels of competence and…
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Taxonomy
TopicsEducational Games and Gamification · Motivation and Self-Concept in Sports · Education, Achievement, and Giftedness
