Examining primary school educators preferences for using digital versus non-digital games to support mathematics instruction
Examining primary school educators preferences for using digital versus non-digital games to support mathematics instruction
Examining primary school educators preferences for using digital versus non-digital games to support mathematics instruction
James Anthony Russo, Anne Roche, Toby Russo & Penelope Kalogeropoulos
To cite this article: James Anthony Russo, Anne Roche, Toby Russo & Penelope Kalogeropoulos
(25 Jun 2024): Examining primary school educators' preferences for using digital versus non-
digital games to support mathematics instruction, International Journal of Mathematical
Education in Science and Technology, DOI: 10.1080/0020739X.2024.2361699
1. Introduction
Game-based learning (GBL) has received substantial interest from education researchers
and practitioners (Ariffin et al., 2014). In mathematics education, this interest has at
least partially stemmed from a desire to make mathematics education more engaging for
students. Previous research has shown that students become less interested in learning
mathematics and more likely to dislike mathematics as they progress through schooling
CONTACT James Anthony Russo james.russo@monash.edu School of Curriculum, Teaching and Inclusive
Education, Faculty of Education, Monash University, Level 2, Learning and Teaching Building, Clayton Campus, Clayton, VIC
3800, Australia
© 2024 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License
(http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium,
provided the original work is properly cited, and is not altered, transformed, or built upon in any way. The terms on which this article has been
published allow the posting of the Accepted Manuscript in a repository by the author(s) or with their consent.
2 J. A. RUSSO ET AL.
(Thomson et al., 2017). However, learning mathematics through game play has been iden-
tified as engaging and motivational for learning (Bragg, 2003, 2006b; Bright et al., 1985;
White & McCoy, 2019).
Studies focused on the efficacy of educational games in mathematics generally focus on
one mode of game, either digital or non-digital, and have compared games in this partic-
ular mode with non-game activities or traditional instruction (e.g. Abdullah et al., 2012;
Bragg, 2012; Kamii et al., 2005; Miller & Robertson, 2011). Moreover, whereas much of
the research into mathematical games has focused on the impact of games on student aca-
demic outcomes and affect, far fewer studies are concerned with how teachers choose to
use games to support mathematics instruction (Russo et al., 2021). Consequently, there
are gaps in the research literature, both in terms of studies that directly compare digital
and non-digital games in mathematics education, as well as those that consider specifically
how and why teachers choose to use games. The current study endeavours to address these
gaps by examining primary school educators’ preferences for using digital compared to
non-digital games to support mathematics instruction, and their reasons for holding these
preferences.
with fewer studies focused on how and why teachers use such games. In particular, stud-
ies have shown that non-digital GBL in mathematics education improves achievement in
mathematics knowledge and skills (Asplin et al., 2006; Bragg, 2006a: Bright et al., 1983;
Ramani & Siegler, 2008; White & McCoy, 2019); including for low-performing students
(Kamii et al., 2005; Karnes et al., 2021). For example, Bragg (2006a) reported that 9–12-
year-old students started to question their own misconceptions in relation to multiplication
and division of decimals through playing Guestimate (Swan, 1996). Students were required
to estimate the result of multiplying some ‘messy’ number that usually included a decimal
portion with another number (often less than one). The game playing helped students to
wrestle with a common misconception that multiplication always makes the number bigger
(McIntosh et al., 1997). In another example, the findings of Asplin et al. (2006) showed that
the mental computation knowledge and skills of Grade 6 students could be improved by
playing a commercial card game (Numero) four times a week for ten weeks.
Furthermore, playing mathematical card games beyond the classroom in the home envi-
ronment has been shown to improve students’ achievement. For example, Casey et al.
(2020) revealed that the addition accuracy of 6–7-year-old students in the United States
improved after playing informal card games at home with their mother. Indeed, the results
from the Trends in International Mathematics and Science Study, involving over 60 coun-
tries, reported that children who frequently played card or number games at home had
higher than average mathematics achievement (Mullis et al., 2012).
Beyond improved mathematics understanding and achievement, playing non-digital
games has been associated with a number of other benefits. Specifically, it has been shown
that playing non-digital mathematical games can: reduce anxiety in learning mathematics
(Alanazi, 2020); increase students’ growth mindset (White & McCoy, 2019); and encour-
age active learning, cooperation, and interactivity (Ernest, 1986). Game play has also been
shown to improve students’ use of mathematical vocabulary (Andayani et al., 2022) and
increase students’ proficiency with mathematical reasoning (McFeetors & Palfy, 2018).
Moreover, Bragg (2012) found that playing mathematical games was associated with an
increase in the time students spent discussing mathematics whilst engaging with a task,
which is of particular significance given the importance of discourse for supporting math-
ematics learning (Hiebert & Wearne, 1993; Seegar, 2001; Sfard, 2001). Moreover, in the
same study, Bragg (2012) also found that playing games helped to maximise students’
time-on-task. Specifically, it was reported that students spent 93% of class-time exhibiting
on-task behaviours when playing games, compared with 72% of the time when partici-
pating in other mathematically rich, non-game activities. Given that student engagement
is a multifaceted construct with behavioural, cognitive, and affective components (Skin-
ner, 2016), Bragg’s findings in relation to mathematical discourse (representing cognitive
engagement) and time-on-task (representing behavioural engagement) are particularly
notable. They suggest that the capacity of games to engage students goes beyond the well-
established notion that games promote affective engagement through being perceived as
fun and enjoyable to play (Russo et al., 2023).
those for non-digital games. For example, Abdullah et al. (2012) reported that the use
of computer-based video games that supplement conventional teaching had a significant
effect on retention and mastery of multiplication tables of Year 3 students, compared with
those who only received the conventional instruction. Similarly, Miller and Robertson
(2011), utilising a randomised control trial design, showed that primary students (aged
10–11-year-old) in the experimental group had 50% greater gains in accuracy, and twice
the gain in speed of mental calculation skills, compared with students in the control group.
The students in the experimental group used a commercial off-the-shelf computer game,
whilst the control group continued their normal classroom routines. Additionally, Miller
and Robertson found that students in the digital games group reported a small but signifi-
cant improvement in attitude towards school compared with the control group. Employing
a quasi-experimental approach, Hung et al. (2014) reported that digital GBL improved
fifth grade students learning about symmetry, promoted their self-efficacy, and enhanced
their motivation to engage with mathematics, compared with students in the control group
who received teacher-directed instruction. They also reported a decrease in mathematics
anxiety between the pre- and post-questionnaires for both the digital GBL group and the
e-learning group, which was not apparent in the control group.
Focussing on studies published between 2015 and 2020, Barz et al. (2023) conducted
a meta-analysis on the effect of digital GBL on cognitive, metacognitive, and affective-
motivational learning outcomes, compared with traditional teaching methods. While the
meta-analysis did not solely focus on mathematics content, and included both primary and
secondary school students, the findings indicated that there was a medium effect for both
overall learning and cognitive learning and a small effect for affective-motivational learn-
ing outcomes. However, there was no significant effect of digital GBL on metacognitive
learning outcomes.
context were all unpublished Masters or Doctoral theses; whereas seven out of the twelve
studies focused on digital games in the equivalent context were published in peer-reviewed
journals. To the extent that these different sources can serve as a proxy for study quality and
methodological rigour, it makes comparison between the impact of different game modes
problematic. Indeed, the tendency for many of the intervention-type studies in primary
mathematics education that incorporate non-digital games to remain as unpublished the-
ses also explains the relative absence of such studies from similar systematic reviews and
meta-analyses that have used stricter inclusion criteria (e.g. Abdul Jabbar & Felicia, 2015).
When comparing digital and non-digital games more generally, we note that, despite the
many similarities in outcomes, there are at least two discrete differences worth consider-
ing. Non-digital games can incorporate physical activity, sometimes outside the classroom
(Bahrami et al., 2012; Cichy et al., 2020), which is generally not the case when technology is
involved. By contrast, digital games differ from non-digital games in that they unfold in an
interface principally ‘regarded as an entertainment medium’ (Cojocariu & Boghian, 2014,
p. 641), whereas non-digital games often repurpose resources and representations designed
for educational ends as game objects (e.g. calculators, Bragg, 2006a; fraction walls, Clarke
& Roche, 2010; number charts, Russo, 2018; number lines, Bofferding, 2014). Framed in
this manner, designing and implementing digital games for the purpose of teaching math-
ematics might be captured by the phrase making entertainment educational, whereas for
non-digital games, it is perhaps making education entertaining. This of course does not
negate the notion that both digital and non-digital games can be enjoyable and promote
positive emotions.
Beyond primary mathematics education in particular, a small number of studies have
directly compared the student experience when engaging with digital and non-digital ver-
sions of a particular game. For example, Fang et al. (2016) investigated students’ preference
for a board game (Monopoly) and Jenga when each is played in its physical table format
compared with two digital formats (on a desktop computer and on a tablet). Students
reported greater satisfaction with, and a visceral preference for (attraction to form, tex-
ture and colour), games when played in their physical table format over either of the
technological interfaces. The physical table format was also more conducive to social inter-
action. Collectively these findings led Fang et al. to conclude that students valued the more
‘tangible’ experiences offered through a physical table game.
These preferences for more tangible, physical experiences revealed in the Fang et al.
(2016) study may overlap with the benefits of using tactile materials or manipulatives
in primary school classrooms. For example, researchers and educators have reported
that incorporating concrete manipulatives improves student knowledge, engagement, and
enjoyment in learning mathematics (Roche et al., 2023; Swan & Marshall, 2010; Vesso-
nen et al., 2021). Indeed, a survey conducted by Swan and Marshall (2010) confirmed
that teachers strongly supported the use of manipulatives, especially in the early primary
grades. For example, 83% and 48% of teachers indicated they used manipulatives daily in
Foundation and Year 1, respectively. However, this dropped to 9% in Year 6.
1.6. Teacher preferences for game use and barriers inhibiting their use
Mathematical games are commonly used in Australian primary schools to support mathe-
matics teaching and learning (Russo et al., 2021; Russo & Russo, 2020). Russo et al. (2021)
surveyed 248 primary teachers across all the primary years (Foundation to Year 6) and
found that 79% of teachers reported playing mathematics games more than once a week.
Moreover, recent research by the same authors has shed light on the characteristics of games
that primary teachers and other mathematics leaders and educators consider educationally
valuable. Specifically, they value games that are ‘suitably challenging, engaging, enjoyable,
modifiable to support different learners, and transformable into an investigation or broader
mathematical inquiry’ (Russo et al., 2023, p. 1). Importantly from the perspective of the
current study, Russo et al. (2021) also revealed that, when asked to describe their favourite
mathematical game, teachers preferred games that required minimal or no materials (e.g.
cards, dice games, pen and paper), with only 4% of teachers mentioning a game involv-
ing any form of interaction with digital technology (e.g. calculators, interactive number
charts), and only 1% specifically choosing a digital game.
Teachers’ motivation to incorporate digital games and the associated technologies may
be influenced by their beliefs about the potential effectiveness of using technology for learn-
ing more generally (Ertmer et al., 2012). Stieler-Hunt and Jones (2015) investigated the
reasons why some primary and secondary teachers in Australia embraced the use of digi-
tal GBL. The results indicated that the positive beliefs that teachers held regarding the use
of digital GBL stemmed from experiencing success with their use in the classroom, per-
sonal experiences with digital GBL, and exposure to information that promoted the use of
digital GBL. Furthermore, these teachers tended to hold positive attitudes towards infor-
mation and communication technologies (ICT) more generally and had been invited to
use ICT by someone in authority. They also felt that using digital GBL set them apart from
other teachers. However, Stieler-Hunt and Jones (2017) also reported that teachers who
are advocates for digital GBL sometimes felt resentment from colleagues, curriculum con-
cerns, and that there was insufficient advocacy or acceptance of digital GBL at the school
level. Classroom concerns included: the difficulty in finding links between curriculum and
digital games; the fear of ‘losing control’ of the class; as well as the logistics of managing
game use.
However, not all teachers are positive about the use of technology and its benefits for
learning. Ertmer (1999) identified two types of barriers that impact on whether teachers’
use technology in the classroom. These were described as external barriers and internal bar-
riers. External barriers included resources (hardware and software), training, and support.
Internal barriers were defined as teachers’ confidence, beliefs about how students learned,
and the value of technology for teaching and learning. In relation to the value of technol-
ogy, Cabellos et al. (2023) reported that primary preservice teachers perceived that the use
of video games in education (though not specifically mathematics) was less likely to pro-
mote learning than secondary teachers. Furthermore, Kaimara et al. (2021) reported that
a major obstacle to pre-service teachers adopting digital GBL was the lack of availability
of resources such as devices and software, and the lack of relevant training for teachers,
school administrators, and policy makers.
Given the reluctance of some teachers to embrace digital game-play to support learning,
some researchers have advocated for professional learning in this area (Chee et al., 2015;
8 J. A. RUSSO ET AL.
Cojocariu & Boghian, 2014; Meletiou-Mavrotheris & Prodromou, 2016). Chee et al. (2015)
argued for professional support to maximise potential learning from digital games, while
Cojocariu and Boghian (2014) proposed that primary teachers should be taught the rele-
vance of GBL and appropriate methods and techniques to include them during instruction.
In support of these ideas, Meletiou-Mavrotheris and Prodromou (2016) found that pre-
service teachers had more positive perceptions of digital GBL and felt more competent
to select, evaluate, and utilise digital games as an instructional tool, after participating in
an instructional intervention focused on the knowledge, skills, and experience needed to
integrate educational games into the mathematics curriculum.
Given the prevalence in which Australian primary teachers use mathematical games,
and despite the evidence being ambiguous about the relative merits of digital versus non-
digital games, the current study sought to investigate primary school educators’ preferences
for utilising each particular game mode (digital vs non-digital) to support mathematics
instruction. In addition, we also considered if educators’ preferences are moderated by the
size of the group that they intend to use a game with (whole-class vs small-group), and
their beliefs about the relative affordances of each game mode.
The research questions guiding this study included:
• To what extent do primary school educators have game mode preferences (digital vs
non-digital) when using games to support mathematics learning?
• To what extent does game structure (whole-class vs small-group) moderate primary
school educators’ game mode preferences (digital vs non-digital) when using games to
support mathematics learning?
• What are the relative affordances of digital games compared with non-digital games for
supporting mathematics learning according to primary school educators?
2. Methodology
2.1. Data collection
An anonymous online questionnaire was used to collect insights about educators’ pref-
erences for the use of digital and non-digital games using Qualtrics.1 Snowball sampling
was employed to ensure the questionnaire’s widespread distribution. Specifically, the first
author dispatched the questionnaire link via email to 15 contacts situated across the three
largest Australian states (Victoria, New South Wales and Queensland). Additionally, social
media platforms were harnessed to engage participants directly. The questionnaire was in
the field for three months (1st June 2023 – 31st August 2023). The sole requisite for inclu-
sion in the resultant analysis was that the respondent was a classroom teacher, specialist
teacher, or instructional leader currently working in an Australian primary school, and
that they had completed all relevant quantitative items from the questionnaire (see below).
One-hundred and twenty respondents completed all relevant parts of the questionnaire,
with nine of these individuals being subsequently excluded because they resided outside of
Australia, were not currently teachers, or taught at a secondary or tertiary level only. This
resulted in 111 study participants.
The questionnaire included demographic information (current role and years of teach-
ing experience), quantitative items (Likert scale items and items requiring a quantitative
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 9
response), and qualitative items (open response items). The quantitative and qualitative
items reported on in the current paper were divided into two sections, those items cov-
ering whole-class mathematical games and small-group mathematical games. These items
are described below.
and non-digital games are explored. In terms of our inferential analysis, when comparing
participant preferences for non-digital versus digital games across settings (whole-class
versus small-group), paired-samples t-tests and independent-samples t-tests were used, as
all relevant statistical assumptions were met. By contrast, as participant reported usage of
digital games was strongly positively skewed, and therefore a normal distribution could
not be assumed, Wilcoxon signed-rank tests and spearman rank-order correlations were
instead employed for this analysis.
Table 1. Percentage of lessons in which participants reported playing games by setting by game mode.
Median Q1 Q3 Min Max
Whole-Class Games: Overall 63% 31% 80% 9% 100%
Whole-Class Games: Digital 20% 10% 40% 0% 95%
Whole-Class Games: Non-Digital 51% 22% 79% 6% 100%
Small-Group Games: Overall 60% 30% 78% 0% 100%
Small-Group Games: Digital 11% 3% 25% 0% 100%
Small-Group Games: Non-Digital 60% 30% 80% 0% 100%
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 11
Table 2. Spearman correlation coefficients by setting by game mode: teaching experience and year level
taught.
Teaching experience
(years) Year level taught
Whole-Class Games: Overall .14 .03
Whole-Class Games: Digital –.02 .11
Whole-Class Games: Non-Digital .08 .01
Small-Group Games: Overall .03 –.10
Small-Group Games: Digital –.01 .27∗
Small-Group Games: Non-Digital .04 –.10
∗p = .017.
Importantly from our perspective in the current study, participants were far more likely
to report using non-digital games than digital games. Specifically, comparing the median
responses using a series of Wilcoxon signed-rank tests, participants reported using non-
digital games approximately three times as frequently in a whole-class setting (Z = 6.463,
p < .001, r = .61). and five times as frequently in a small-group setting (Z = 7.555,
p < .001, r = .72). Moreover, whilst there was no statistically significant difference in how
frequently participants used non-digital games across settings (Z = 1.498, p = .134), again
comparing the median responses revealed that participants were approximately twice as
likely to report using digital games with the whole-class than in small-groups (Z = 4.274,
p < .001, r = .41).
Finally, Table 2 reveals that whilst there were no significant correlations between partic-
ipants’ level of teaching experience and their tendency to use games, upper primary school
teachers were somewhat more likely to use digital games in a small-group setting than their
lower primary school counterparts.
34%
Strongly Prefer Non-Digital Games (5)
25%
36%
Somewhat Prefer Non-Digital Games (4)
34%
25%
Neutral (3)
35%
5%
Somewhat Prefer Digital Games (2)
4%
0%
Strongly Prefer Digital Games (1)
2%
Table 4. Mean game mode preference scores by setting by year level taught.
Mean SD N
Whole-Class Games: Lower Primary 3.79 0.88 28
Whole-Class Games: Upper Primary 3.58 0.91 50
Small-Group Games: Lower Primary 4.18 0.82 28
Small-Group Games: Upper Primary 3.74 0.85 50
Notes: A mean score above 3 indicates an average preference for non-digital games over digital games, with a higher score
indicating a stronger preference. Also note that this table only includes those participants who taught exclusively in lower
primary (F-2) or upper primary (3–6) year levels.
Table 5. Participant preferences for each game mode by setting and the number of participants who
provided an explanation for their preferences.
Whole-class: Preference Whole-class: Reason Small-group: Preference Small-group: Reason
Prefer digital n=6 n=5 n=5 n=4
Prefer non-digital n = 66 n = 63 n = 78 n = 66
Neutral n = 39 n = 34 n = 28 n = 19
Total 111 102 111 89
reported differential usage, around two-thirds of participants indicated that they preferred
non-digital games over digital games, with most of the remaining participants responding
neutrally regarding their preference for a given game mode. Moreover, there was some evi-
dence that more experienced educators, and lower primary teachers, had relatively stronger
preferences for non-digital games. The focus of our analysis now shifts to the qualita-
tive data generated from the open-ended items, in order to shed light on the reasons that
Australian primary school educators generally preferred non-digital over digital games.
on setting, with similar reasons emerging for both small-group games and whole-class
games. Consequently, the remainder of our description of the qualitative analysis will
consider the two settings together.
Around half of participants who indicated that they preferred non-digital games had
their explanation for this preference coded to the theme pedagogical reasons. In particular,
participants valued the opportunities for collaboration and communication that playing
a non-digital game facilitated, as well as the tactile nature of the learning experience as
students engaged with hands-on manipulatives. Illustrative quotations include:
I value student talk, collaboration. Encourage students to communicate with their peers, share
their methods and allow greater interactions. (Participant #85)
The non-digital games promote dialogue and there is more interaction between students.
(Participant #170)
The opportunity to use hands-on materials is a big reason why I prefer non-digital games.
(Participant #20)
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 15
I like the physical nature of materials. Blocks, counters, dice etc. I find they work well for hands
on kids. (Participant #149)
The prevalence of the two aforementioned pedagogical sub-themes seems to imply that
educators viewed non-digital games as more consistent with constructivist learning prin-
ciples (Cooperstein & Kocevar-Weidinger, 2004), as students are afforded opportunities to
interact meaningfully with their learning environment to develop their understanding of
mathematical ideas. However, there is also perhaps a more tacit implication that non-digital
games offer a ‘healthier’ learning experience than digital games. Indeed, the sub-theme
‘prefer less screen time and technology use’ implies that some educators believed there was
particular value in pursuing activities that did not involve devices, given the ubiquity of
technology across so much of education and recreation. For example:
(There is) enough technology at home. (Participant #82)
It’s good for them to not be on their devices, as we have a one to one iPad program at the
school. (Participant #139)
The final pedagogical sub-theme related to the fact that participants appreciated the level
of control they had in being able to adapt a non-digital game for a particular content focus
and to differentiate learning opportunities to meet their students’ learning needs:
(With) a non-digital game I can adapt on the fly to match the content I’m covering. (Partici-
pant #75)
I find non-digital games give more scope to extend or scaffold students. (Participant #138)
In small groups I can influence the members in the group and have some children that can
support or extend others. (Participant #162)
Beyond pedagogy, another notable theme to emerge that explained preferences for non-
digital games was that of assessment. In particular, some participants noted that it was easier
to observe a student’s level of understanding of a mathematical concept when they were
playing a non-digital game compared with a digital game. For example:
I feel like I can assess the game easier when it’s not digital. I can see what they are doing and
see their recording clearly when it is not digital. (Participant #13)
I can see if they are counting or confidently outlining a region; physically manipulating sticks
in the Place Value game – it is easy to see how they are moving them (e.g. by ones, by bundles
etc.). (Participant #168)
The enhanced visibility of student mathematical behaviour when playing a non-digital
game (relative to a digital game) is consistent with the previously noted idea that this game
mode is more conducive to generating mathematical communication and interactions; all
of which serves to make mathematical thinking more visible. However, this assessment
theme also encompassed the notion that it is easier to monitor student time on task when
they were playing a non-digital game, implying that participants again also preferred this
game mode because it enhanced their sense of control:
(It’s) easier to check students are on task. (Participant #3)
(It’s) much easier to ensure students are on task with no screens. (Participant #175)
16 J. A. RUSSO ET AL.
found using a non-digital game easier to navigate with their students, particularly in the
early years of primary school:
(Non-digital games are) easier to manage and navigate for students in younger years. (Partic-
ipant #64)
Digital anything with P-1s (Foundation, Year 1) can be a logistical and supervision nightmare.
(Participant #153).
Transition into the learning experience is easier for my students when they DON’T have access
to iPads. (Participant #160).
The last theme that helped partially to explain why some educators preferred non-digital
games related to student affect and behaviours, which was in fact the second most frequently
coded theme after pedagogical reasons. In particular, a subset of participants noted that
non-digital games appeared to be more engaging for students, due to the opportunities to
manipulate physical objects and interact directly with peers:
Kids seem more engaged with manipulatives and partners. (Participant #79)
More engaging to play a game against another student when they have eye contact. (Participant
#136)
Students seem more animated and therefore more engaged playing non-digital games.
(Participant #142)
Other participants indicated that non-digital games were more engaging because digital
devices could be distracting or over-stimulating:
Students gets distracted on computers. (Participant #150)
The class gets distracted by the technology and game play elements and don’t fully utilize their
math skills and number knowledge. (Participant #24)
I’m also concerned about their cognitive load and extra stimulation from technology.
(Participant #76)
In addition, this theme also encompassed the idea that some participants believed engaging
with non-digital games was an opportunity to develop students’ social and emotional skills,
such as cooperating with others and turn-taking, particularly when working with younger
students:
With Prep students, I feel that non-digital games are best in a small group because of their
need to learn to work together and take turns. (Participant #152)
Teaching the Foundation students to play a non-digital game is teaching them the skills of
turn taking and sharing. (Participant #55)
This can be contrasted with digital games, which were sometimes viewed as undermining
of students’ capacity to work together, leading to arguments:
When using digital games, they argue over whose turn it is to operate the game, whereas
non-digital games seem more efficient and cause less confrontation. (Participant #24)
The kids often end up arguing in small groups when using digital games. (Participant #59)
18 J. A. RUSSO ET AL.
• Access to technology
• Access to suitable materials (for non-digital games)
• Suitability of the games available for a given content focus or learning purpose
• The interests/ age level of the particular group of students
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 19
5. Discussion
The current study set out to investigate Australian primary school educators’ preferences
for using non-digital as opposed to digital mathematical games, whether these prefer-
ences varied across game setting (whole-class versus small-group), and the reasons for
these preferences. This was in response to an identified gap in the literature in terms of
studies that have investigated how teachers use mathematical games, as opposed to their
impact on student engagement and performance, as well as the paucity of studies that have
directly compared non-digital and digital games. There are several notable findings worth
considering that contribute to the literature about what we know about how teachers use
mathematical games.
First, our overall findings are consistent with previous pre-pandemic research that indi-
cates that game usage is prevalent within Australian primary schools, with the median
teacher using mathematical games in the majority of their mathematics lessons (Russo
et al., 2021; Russo & Russo, 2020). This suggests that games remain a central part of
Australian primary school teachers’ instructional repertoire post-pandemic, and that fur-
ther research focused on better understanding both how and why teachers use games is a
worthwhile endeavour.
Secondly, although prior research has implied that teachers prefer non-digital games to
digital games (e.g. Russo et al., 2021), the current study is the first that we are aware of
that reveals directly that primary school educators have a strong preference for using non-
digital games over digital games, and are far more inclined to report incorporating such
games into their mathematics teaching practice. Perhaps unsurprisingly given evidence
that older teachers are less inclined to utilise digital technologies or resources to support
their mathematics instruction compared with younger teachers (Yao & Zhao, 2022), this
tendency to prefer non-digital games was amplified for participants with more teaching
experience (who were also presumably on average older); although notably this did not
translate into any direct correlation between the reported use of games of a particular mode
and levels of teaching experience.
Thirdly, although there was no difference in the overall frequency of game use by set-
ting, participants were more inclined to prefer, and twice as likely to report using, digital
games in whole-class settings compared with small-group settings. This preference was
amplified for participants who taught students in the early years of primary school. These
quantitative findings were indirectly supported by our qualitative analysis, which implied
that participants were concerned about digital games from a social and emotional develop-
mental perspective (e.g. too much screen time, too many arguments), as well as the notion
that facilitating access to technology and managing the setup and delivery of a digital game
were particularly problematic when working with younger students. It may be that partic-
ipants believed that these issues could be at least partially mitigated against by the teacher
facilitating access to a digital game with the whole-class, rather than letting students play
digital games independently in small groups. However, the more immediate, pragmatic
constraint on using digital games in small groups could of course be a lack of access to
appropriate digital technology resources, which was indeed an issue identified by a num-
ber of participants; and one that may be amplified in the early primary years, given that
many Australian schools adopt a ‘one-to-one’ device program in the upper primary years
(Pope et al., 2015).
20 J. A. RUSSO ET AL.
Collectively, these findings are consistent with previous research suggesting that access
to technology and supportive resources is a substantial barrier to teachers adopting digi-
tal GBL (Ertmer, 1999; Kaimara et al., 2021), and that teachers of older students are more
inclined to believe that digital games are effective for supporting learning than teachers of
younger students (Cabellos et al., 2023). Moreover, it confirms that some teachers perceive
there to be unique classroom management challenges faced when attempting to incor-
porate digital games into mathematics lessons, particularly involving younger students
(Stieler-Hunt & Jones, 2017).
By contrast, some of the other reasons for preferring non-digital games to digital games
resonated with the literature espousing the benefits of non-digital games more gener-
ally when compared to other activities or traditional instruction. For example, Ernest
(1986) concluded that games can foster cooperation and interactivity, while one of the
more frequent explanations provided by our study participants for preferring non-digital
games to digital games was because they better fostered interaction, collaboration, and
communication. However, in juxtaposition to the mathematical games’ literature overall,
educators in our study placed less emphasis on benefits pertaining directly to mathemati-
cal thinking, learning, and performance, and more emphasis on the enhanced capacity to
meet students’ social and learning needs through non-digital games. In particular, partic-
ipants emphasised that they could adapt and differentiate a non-digital game for specific
groups of students, whilst this mode of game was also more conducive to effective assess-
ment and observation of student understanding; both actions which are consistent with a
teacher enacting principles of student-centred mathematics learning (Bingolbali & Bingol-
bali, 2015; Black, 2007). An additional relative benefit highlighted by participants, and one
also consistent with student-centred teaching approaches, is that non-digital games provide
students with access to hands-on manipulatives, potentially enabling them to visualise and
connect mathematical ideas (Moyer, 2001), and facilitating more mathematical talk (Kosko
& Wilkins, 2010). By contrast, participants did not describe the benefits of digital games in
terms of providing students with access to virtual manipulatives, perhaps reflecting the
belief that digitised concrete materials are less useful because their two-dimensionality
limits students’ ability to interact with them as mathematical objects (Larkin, 2016; Swan
& Marshall, 2010), or simply reflecting participants limited knowledge of digital games
that purposefully connect various mathematical representations and incorporate virtual
manipulatives.
It is noteworthy that the idea that students experience a particular game mode as dis-
tinctively engaging was a theme that emerged explaining participants preferences for both
digital games and non-digital games, albeit in different ways. This apparent paradox can be
partially reconciled if one considers that student engagement is a multifaceted construct,
with behavioural, cognitive and affective components (Skinner, 2016). For instance, whilst
some students might prefer digital games because they find them particularly stimulating
and enjoyable to play (affective engagement), it is possible that they are simultaneously less
cognitively engaged, as they, in the words of one study participant, ‘get distracted by the
technology and game play elements, and don’t fully utilise their math skills and number
knowledge’. By contrast, other students who find enhanced opportunities for social interac-
tion and hands-on experiences particularly affectively engaging may well prefer non-digital
games, given that it may be that such students are, in the words of another participant,
‘more engaged with manipulatives and partners’. Future research could seek to explicitly
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 21
establish how each game mode impacts each of the three components of student engage-
ment, and attempt to build a profile of the types of students who might experience digital
or non-digital games as particularly engaging.
Notes
1. Note that participation in the questionnaire was interpreted as implied consent to participate in
the research. The study was conducted according to the guidelines of the Declaration of Helsinki,
and approved by the Ethics Committee of Monash University (Project 21806).
2. Prior to completing the relevant questions, participants were provided with the following expla-
nation: A whole-class teacher facilitated learning experience involves the collective participation
of all students in structured, collaborative activities under the guidance of the teacher. Exam-
ples might include a number talk, a teacher-led ‘mini-lesson’ to unpack a mathematical idea, or
a whole-class mathematical game.
3. Prior to completing the relevant questions, participants were provided with the following
explanation: A small-group learning experience involves two, three, or four students working
together independently of the teacher. Examples might include students engaged in a collab-
orative problem-solving task, students completing a worksheet together, or students playing a
small-group mathematical game.
Disclosure statement
No potential conflict of interest was reported by the authors.
ORCID
James Anthony Russo http://orcid.org/0000-0002-9855-7522
Anne Roche http://orcid.org/0000-0001-5045-1764
Penelope Kalogeropoulos http://orcid.org/0000-0001-8300-8638
References
Abdul Jabbar, A. I., & Felicia, P. (2015). Gameplay engagement and learning in game-based
learning: A systematic review. Review of Educational Research, 85(4), 740–779. https://
doi.org/10.3102/0034654315577210
Abdullah, M. R. T. L., Abu Bakar, Z., Ali, R. M., Faye, I., & Hasan, M. H. (2012). The impact of
video games in children’s learning of mathematics. World Academy of Science, Engineering and
Technology, 64, 968–974.
Ainley, J., & Carstens, R. (2018). Teaching and learning international survey (TALIS) 2018 con-
ceptual framework (OECD Education Working Papers, No. 187). OECD Publishing. https://
doi.org/10.1787/799337c2-en
Alanazi, H. M. N. (2020). The effects of active recreational maths games on maths anxiety and per-
formance in primary school children: An experimental study. Multidisciplinary Journal for Edu-
cation, Social and Technological Sciences, 7(1), 89–112. https://doi.org/10.4995/muse.2020.12622
INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION IN SCIENCE AND TECHNOLOGY 23
Andayani, A., Saputra, H., Itianto, E., & Setiawan, B. (2022). GESAMSU (Gedrik Saruk Memang
Seru) based environmental: Effectiveness of games on mathematics ability of elementary student.
Jurnal Pendidkan, 14(2), 2359–2368. https://doi.org/10.35445/alishlah.v14i2.1745
Ariffin, M. M., Oxley, A., & Sulaiman, S. (2014). Evaluating game-based learning effective-
ness in higher education. Procedia – Social and Behavioral Sciences, 123, 20–27. https://doi.
org/10.1016/j.sbspro.2014.01.1393
Asplin, P., Frid, S., & Sparrow, L. (2006). Game playing to develop mental computation: A case study.
In P. Grootenboer, R. Zevenbergen, & M. Chinnappan (Eds.), Identities, Cultures, and Learning
Spaces: Proceedings of the 29th Annual Conference of the Mathematics Education Research Group
of Australasia, Canberra (pp. 46–53). MERGA.
Bahrami, F., Chegini, Z. R., Kianzadeh, A., Emami, F., & Abdi, H. (2012). A comparison of the effec-
tiveness of game-based and traditional teaching on learning and retention of first grade math
concepts. European Journal of Experimental Biology, 2(6), 2099–2102.
Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2023). The effect of digital game-
based learning interventions on cognitive, metacognitive, and affective-motivational learn-
ing outcomes in school: A meta-analysis. Review of Educational Research, 94(2), 193–227.
https://doi.org/10.3102/00346543231167795
Baturo, A. R., Cooper, T. J., & Thompson, K. (2003). Effective teaching with virtual materials: Years
six and seven case studies. In N. A. Patemen, B. J. Doughert, & J. T. Zilliox (Eds.), PME 27: PME-
NA25, Proceedings of the 2003 Joint Meeting of PME and PMENA (Vol. 4; pp. 299–306). CRDG,
College of Education. University of Hawai’i.
Bazeley, P. (2007). Qualitative data analysis with NVivo. Sage.
Bingolbali, E., & Bingolbali, F. (2015). Principles of student-centred teaching and implications
for mathematics teaching. In CERME 9-Ninth Congress of the European Society for Research in
Mathematics Education (pp. 2600–2606).
Black, R. (2007). Crossing the divide (ERIC Document No. ED501899). The Education Foundation.
Bofferding, L. (2014). Order and value: Transitioning to integers. Teaching Children Mathematics,
20(9), 546–554. https://doi.org/10.5951/teacchilmath.20.9.0546
Bragg, L. A. (2003). Children’s perspectives on mathematics and game playing. In L. Bragg, C. Camp-
bell, G. Herbert, & J. Mousley (Eds.), Mathematics Education Research: Innovation, Networking,
Opportunity – Proceedings of the 26th Annual Conference of the Mathematics Education Research
Group of Australasia (Vol. 1, pp. 160–167). MERGA.
Bragg, L. A. (2006a). Hey, I’m learning this. Australian Primary Mathematics Classroom, 11(4), 4–9.
Bragg, L. A. (2006b). Students’ impressions of the value of games for the learning of mathematics.
In J. Novotná, H. Moraová, M. Krátká, & N. Stehlíková (Eds.), Proceedings 30th Conference of the
International Group for the Psychology of Mathematics Education (Vol. 2, pp. 217–224). PME.
Bragg, L. A. (2012). The effect of mathematical games on on-task behaviours in the primary class-
room. Mathematics Education Research Journal, 24(4), 385–401. https://doi.org/10.1007/s13394-
012-0045-4
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in
Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Bright, G. W., Harvey, J. G., & Wheeler, M. M. (1983). Use of a game to instruct on logical reasoning.
School Science and Mathematics, 83(5), 396–406. https://doi.org/10.1111/j.1949-8594.1983.tb155
26.x
Bright, G. W., Harvey, J. G., & Wheeler, M. M. (1985). Learning and mathematics games. Journal for
Research in Mathematics Education. Monograph, 1, 1–189. https://doi.org/10.2307/749987
Cabellos, B., Sánchez, D. L., & Pozo, J. (2023). Do future teachers believe that video games help learn-
ing? Technology, Knowledge and Learning, 28(2), 803–821. https://doi.org/10.1007/s10758-021-09
586-3
Casey, B. M., Caola, L., Bronson, M. B., Escalante, D. L., Foley, A. E., & Dearing, E. (2020). Mater-
nal use of math facts to support girls’ math during card play. Journal of Applied Developmental
Psychology, 68, Article 101136. https://doi.org/10.1016/j.appdev.2020.101136
Chee, Y. S., Mehrotra, S., & Ong, J. C. (2015). Professional development for scaling pedagog-
ical innovation in the context of game-based learning: Teacher identity as cornerstone in
24 J. A. RUSSO ET AL.
McFeetors, P. J., & Palfy, K. (2018). Educative experiences in a games context: Supporting emerg-
ing reasoning in elementary school mathematics. Journal of Mathematical Behavior, 50, 103–125.
https://doi.org/10.1016/j.jmathb.2018.02.003
McIntosh, A., Reys, B. J., Reys, R. E., Bana, J., & Farrell, B. (1997). Number sense in school math-
ematics: Student performance in four countries. Mathematics, Science & Technology Education
Centre.
Meletiou-Mavrotheris, M., & Prodromou, T. (2016). Pre-service teacher training on game-enhanced
mathematics teaching and learning. Technology, Knowledge and Learning, 21(3), 379–399.
https://doi.org/10.1007/s10758-016-9275-y
Miller, D. J., & Robertson, D. P. (2011). Educational benefits of using game consoles in a pri-
mary classroom: A randomised controlled trial. British Journal of Educational Technology, 42(5),
850–864. https://doi.org/10.1111/j.1467-8535.2010.01114.x
Moyer, P. S. (2001). Are we having fun yet? How teachers use manipulatives to teach mathematics.
Educational Studies in Mathematics, 47(2), 175–197. https://doi.org/10.1023/a:1014596316942
Moyer-Packenham, P., & Westenskow, A. (2013). Effects of virtual manipulatives on student
achievement and mathematics learning. International Journal of Virtual and Personal Learning
Environments, 4(3), 35–50. https://doi.org/10.4018/jvple.2013070103
Mullis, I. V. S., Martin, M. O., Foy, P., & Arora, A. (2012). TIMSS 2011 international results in
mathematics. TIMSS & PIRLS International Study Center.
Piaget, J. (1952). The child’s conception of number. Humanities Press.
Pope, J., Collin, P., Third, A., Ogun, N., & Campbell, J. (2015). eSmart schools evaluation report 2015.
https://www.communications.gov.au/sites/default/files/submissions/alannah_and_madeline_fou
ndation_appendix_a.pdf.
Ramani, G. B., & Siegler, R. S. (2008). Promoting broad and stable improvements in low-income
children’s numerical knowledge through playing number board games. Child Development, 79(2),
375–394. https://doi.org/10.1111/j.1467-8624.2007.01131.x
Roche, A., Gervasoni, A., & Kalogeropoulos, P. (2023). Factors that promote interest and engagement
in learning mathematics for low-achieving primary students across three learning settings. Math-
ematics Education Research Journal, 35(3), 525–556. https://doi.org/10.1007/s13394-021-00402-w
Russo, J. A. (2018). Exploring multiplication: Three-in-a-row lucky numbers. Teaching Children
Mathematics, 24(6), 378–383. https://doi.org/10.5951/teacchilmath.24.6.0378
Russo, J., Bragg, L., & Russo, T. (2021). How primary teachers use games to support their teach-
ing of mathematics. International Electronic Journal of Elementary Education, 13(4), 407–419.
https://doi.org/10.26822/iejee.2021.200
Russo, J., Bragg, L., Russo, T., & Minas, M. (2023). Identifying the characteristics of non-
digital mathematical games most valued by educators. Education Sciences, 13(1), 30. https://doi.
org/10.3390/educsci13010030
Russo, J., & Russo, T. (2020). Transforming mathematical games into investigations. Australian
Primary Mathematics Classroom, 25(2), 14–19.
Seegar, F. (2001). Research on discourse in the mathematics classroom: A commentary. Educational
Studies in Mathematics, 46(1/3), 287–298. https://doi.org/10.1023/a:1014092200410
Sfard, A. (2001). There is more to discourse than meets the ears: Looking at thinking as commu-
nicating to learn more about mathematics learning. Educational Studies in Mathematics, 46(1/3),
13–57. https://doi.org/10.1023/A:1014097416157
Skemp, R. R. (1987). The psychology of learning mathematics. Erlbaum.
Skinner, E. (2016). Engagement and disaffection as central to processes of motivational resilience
and development. In K. R. Wentzel & D. B. Miel (Eds.), Handbook of motivation at school (2nd
ed., pp. 145–168). Routledge. https://doi.org/10.4324/9781315773384-14
Steen, K. B. (2006). The impact of virtual manipulatives on first grade geometry instruction and
learning. Journal of Computers in Mathematics and Science Teaching, 25(4), 373–391.
Stein, M. K., & Bovalino, J. W. (2001). Manipulatives: One piece of the puzzle. Mathematics Teaching
in the Middle School, 6(6), 356–359. https://doi.org/10.5951/mtms.6.6.0356
26 J. A. RUSSO ET AL.
Stein, M. K., Engle, R. A., Smith, M. S., & Hughes, E. K. (2008). Orchestrating productive mathe-
matical discussions: Five practices for helping teachers move beyond show and tell. Mathematical
Thinking and Learning, 10(4), 313–340. https://doi.org/10.1080/10986060802229675
Stieler-Hunt, C., & Jones, C. M. (2015). Educators who believe: Understanding the enthusiasm of
teachers who use digital games in the classroom. Research in Learning Technology, 23, 1–14.
https://doi.org/10.3402/rlt.v23.26155
Stieler-Hunt, C., & Jones, C. M. (2017). Feeling alienated: Teachers using immersive digital games in
classrooms. Technology Pedagogy and Education, 26(4), 457–470. https://doi.org/10.1080/14759
39x.2017.1334227
Swan, P. (1996). Kids and calculators: Using calculators in the primary classroom. A-Z Type.
Swan, P., & Marshall, L. (2010). Revisiting mathematics manipulative materials. Australian Primary
Mathematics Classroom, 15(2), 13–19.
Talan, T., Doğan, Y., & Batdı, V. (2020). Efficiency of digital and non-digital educational games: A
comparative meta-analysis and a meta-thematic analysis. Journal of Research on Technology in
Education, 52(4), 474–514. https://doi.org/10.1080/15391523.2020.1743798
Thompson, L. F., Surface, E. A., Martin, D. L., & Sanders, M. G. (2003). From paper
to pixels: Moving personnel surveys to the web. Personnel Psychology, 56(1), 197–227.
https://doi.org/10.1111/j.1744-6570.2003.tb00149.x
Thomson, S., Wernert, N., O’Grady, E., & Rodrigues, S. (2017). TIMSS 2015: Reporting Australia’s
results. Australian Council for Educational Research.
Vessonen, T., Hakkarainen, A., Väisänen, E., Laine, A., Aunio, P., & Gagnon, J. C. (2021). Dif-
ferential effects of virtual and concrete manipulatives in a fraction intervention on fourth and
fifth grade students’ fraction skills. Investigations in Mathematics Learning, 13(4), 323–337.
https://doi.org/10.1080/19477503.2021.1982586
White, K., & McCoy, L. P. (2019). Effects of game-based learning on attitude and achievement
in elementary mathematics. Networks: An Online Journal for Teacher Research, 21(1), 1–17.
https://doi.org/10.4148/2470-6353.1259
Yao, X., & Zhao, J. (2022). Chinese mathematics teachers’ use of digital technologies for instruc-
tion: A survey study. EURASIA Journal of Mathematics, Science and Technology Education, 18(8),
em2135. https://doi.org/10.29333/ejmste/12209