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International Journal of Serious Games
Despite many digital tools for teaching mathematics, few apply theoretically sound and pedagogically effective design principles.
It's like having many ingredients but no proven recipes for a great meal.
Mathematical proficiency serves as a critical foundation for individual career success and broader societal economic stability. Despite the proliferation of digital tools designed to teach mathematics, a significant gap exists between the volume of available software and the application of theoretically sound, pedagogically effective design principles. This initiative seeks to bridge that divide by curating high-quality research that evaluates the efficacy of digital games as both instructional and assessment tools.
The primary objective is to establish a rigorous evidence base for the development of mathematics learning games. By prioritizing empirical studies, the project aims to identify innovative technological and pedagogical solutions that move beyond superficial engagement. Key areas of interest include the integration of learning analytics, the mapping of mathematical concepts to core game mechanics, the role of embodied cognition, and the adaptation of game difficulty to individual learner needs. These efforts are intended to provide designers and educators with actionable, research-backed frameworks for creating tools that genuinely enhance conceptual understanding and arithmetical skills.
This special issue represents a collaborative effort between the CICERO Games and Learning Special Interest Group and the Games to Schools project, funded by the Academy of Finland. The scope encompasses a wide range of topics, including classroom observations, user interface design, and the influence of cultural and genre-specific factors on learning outcomes. Through a double-blind peer review process, the initiative aims to synthesize diverse perspectives from international experts to advance the standard of serious games in mathematics education, ultimately fostering a more effective and engaging digital learning landscape.
European Conference on Games Based Learning (ECGBL) · 2022