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Increasing Student Engagement, Fraction Knowledge, and STEM Interest Through Game-Based InterventionIn this study, we evaluate the impact of a game-based supplemental fraction curriculum on student engagement, fraction knowledge, and STEM interest in inclusive elementary mathematics classrooms. Utilizing a robust experimental design, the research explores how a game-based interventions can augment traditional fraction instruction and promote STEM interest among students, including those with disabilities. The curriculum, grounded in Scheme Theory and Learning Trajectories, significantly improved students’ fraction understanding and STEM interest. These findings highlight the potential of integrating game-based learning into mathematics education to address foundational STEM concepts and advocate for further research to explore scalability and broader applicability. The results of the study underscore the potential of innovative educational strategies to enhance learning outcomes and fostering interest in STEM careers among diverse student populations.more » « lessFree, publicly-accessible full text available January 20, 2026
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This experimental study investigated the impact of a fraction game created with an equitable designed framework on students’ fraction knowledge. Results revealed significantly improved fraction knowledge for students who played the game on two measures. Games that promote multiple means of access, expression, and representation can positively impact student outcomes.more » « lessFree, publicly-accessible full text available July 14, 2025
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Free, publicly-accessible full text available July 7, 2025
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Curricula enhanced through the use of digital games can benefit students in their interest and learning of Science, Technology, Engineering, and Mathematics (STEM) concepts. Elementary teachers’ likelihood to embrace and use game-enhanced instructional approaches with integrity in mathematics has not been extensively studied. In this study, a sequential mixed methods design was employed to investigate the feasibility of a game-enhanced supplemental fraction curriculum in elementary classrooms, including how teachers implemented the curriculum, their perspectives and experiences as they used it, and their students’ resulting fraction learning and STEM interest. Teachers implemented the supplemental curriculum with varying adherence but had common experiences throughout their implementation. Teachers expressed experiences related to (1) time, (2) curriculum being too different, and (3) too difficult for students. Their strategies to handle those phenomena varied. Teachers that demonstrated higher adherence to the game-enhanced supplemental fraction curriculum had students that displayed higher STEM interest and fraction learning. While this study helps to better understand elementary teachers’ experiences with game-enhanced mathematics curricula, implications for further research and program development are also discussed.more » « less
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People with disabilities are underrepresented in STEM as well as information, communication, and technology (ICT) careers. The underrepresentation of individuals with disabilities in STEM may reflect systemic issues of access. Curricular materials that allow students to demonstrate their current fraction knowledge through multiple means and provide opportunities to share and explain their thinking with others may address issues of access students face in elementary school. In this study, we employed a sequential mixed-methods design to investigate how game-enhanced fraction intervention impacts students’ fraction knowledge, engagement, and STEM interests. Quantitative results revealed statistically significant effects of the program on students’ fraction understanding and engagement but not their STEM interest. Qualitative analyses revealed three themes—(1) Accessible, Enjoyable Learning, (2) Can’t Relate, and (3) Dreaming Bigger—that provided contextual backing for the quantitative results. Implications for future research and development are shared.more » « less
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The 2017 National Assessment of Educational Progress highlights stagnant and declining performance in mathematics, foundational to STEM and ICT, in both 4th (17% proficient) and 8th (9% proficient) grades. At the same time, promoting diversity in the workforce is paramount for U.S. innovation in STEM and ICT fields. Individuals with disabilities are underutilized members of the STEM and ICT workforce. In this poster, we report on Model Mathematics Education (ModelME), a universally designed video game embedded into a student-centered Tier 2 (i.e., supplemental) mathematics curriculum.more » « less