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Teacher framing serves as a critical mediator in determining the educational efficacy of game-based learning, dictating whether digital or physical games function as mere entertainment or as robust vehicles for mathematical inquiry. Research involving 95 primary students across five distinct classrooms reveals that instructional approaches fall into two primary categories: conceptual framing, which emphasizes mathematical structure and inquiry, and procedural framing, which prioritizes fluency, rule adherence, and rote fact recall. By analyzing teacher beliefs, planning, and interaction patterns, it becomes clear that the pedagogical lens applied by the educator fundamentally reshapes the student experience.
Students in conceptually framed environments demonstrate significantly higher levels of mathematical reasoning and a greater capacity to connect gameplay to broader conceptual frameworks, such as arrays and factors. While students in both instructional settings report high levels of enjoyment, those exposed to conceptual framing derive satisfaction from the intellectual challenge and collaborative problem-solving inherent in the games. Conversely, students in procedurally framed classrooms tend to prioritize speed, luck, and winning, often limiting their engagement to basic fluency tasks rather than deep conceptual exploration.
Ultimately, the findings suggest that conceptual framing fosters a more equitable and rigorous learning environment by scaffolding complex mathematical demands. By encouraging students to justify their strategies and link gameplay to abstract ideas, teachers can transform standard mathematical games into effective tools for developing relational understanding. This research underscores that the value of game-based learning is not intrinsic to the game itself, but is instead contingent upon the teacher’s ability to facilitate inquiry-based discourse that transcends simple procedural practice.
University of Toronto · 2026