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European Conference on Games Based Learning (ECGBL)
In the Decimal Point digital math game, female students outperformed male students on both immediate and one-week delayed posttests.
The document examines whether Decimal Point, a digital mathematics game for middle-school students, produces better learning outcomes for female students, and it builds on a body of earlier studies by the same research group involving more than 800 students. Its central finding is that female students learned significantly more than male students from the game, performing better on both immediate and one-week delayed posttests. The authors present this gender advantage as robust across five studies, positioning the new work as further evidence for a consistent pattern rather than a one-time result.
The study involved 214 fifth- and sixth-grade students and compared three self-explanation formats: menu-based, scaffolded, and focused prompted self-explanation. The authors hypothesized that female students would benefit more from less constrained, more verbal self-explanation conditions. This hypothesis was not supported, as no gender-by-condition interaction emerged, meaning the female advantage held across formats rather than growing under open-ended prompting. The focused approach had already been shown to produce greater overall learning in an earlier paper, and this study confirms that female students learned more regardless of the format used.
A notable explanatory finding concerns behavior during learning. Male students made more careless self-explanation errors, which the authors identify as a partial cause of the gender gap, even though male students reported higher behavioral and cognitive engagement. This suggests that self-reported engagement does not necessarily translate into higher-quality reasoning during game-based practice. The work draws on literature addressing gender and math performance, math anxiety, engagement in educational games, and the role of self-explanation in learning, situating the findings within broader debates about how digital learning environments can serve students of different genders.
The Game Business · 2026