Digital game-based learning in early elementary students: Arithmetic and emotional–behavioral outcomes

  • Kim, Jeong Soo
  • Han, Yu Jung
  • Park, Juhyoung
  • Kim, Sum Mi
  • Han, Doug Hyun
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초록

This study evaluated the effects of Wise-Ax Math, a concept-oriented digital game, on early arithmetic fluency and classroom-relevant emotional–behavioral indicators. Thirty first- and second-grade students in South Korea (two intact classes) completed an 8-week counterbalanced crossover comparing game-based practice with textbook-aligned worksheets (15 min/day, 5 days/week). Outcomes were assessed at baseline, 4 wk, and 8 wk: arithmetic fluency; teacher-rated ADHD-related behaviors and externalizing problems; and child-reported general worry/anxiety and depressive symptoms. Pooled within-phase change scores indicated that fluency gains were descriptively larger during the game round than during the worksheet round (6.97 ± 6.64 vs. 4.83 ± 10.29). Teachers reported fewer ADHD-related behaviors during the game round (−4.03 ± 3.93; p < .001), and round-specific analyses also indicated reductions in externalizing problems and general worry/anxiety; depressive symptoms did not change meaningfully. Findings provide preliminary, context-bound evidence that concept-oriented DGBL can support early arithmetic practice.

키워드

arithmetic fluencycrossover designDigital game-based learningearly elementary studentsemotional–behavioral outcomesMATHEMATICS ACHIEVEMENTMETAANALYSISEDUCATIONDISORDERANXIETY
제목
Digital game-based learning in early elementary students: Arithmetic and emotional–behavioral outcomes
저자
Kim, Jeong SooHan, Yu JungPark, JuhyoungKim, Sum MiHan, Doug Hyun
DOI
10.1080/00220671.2026.2675477
발행일
2026-05
유형
Article; Early Access
저널명
Journal of Educational Research