Empowering Students with Learning Disabilities: Examining Serious Digital Games' Potential for Performance & Motivation in Math Education

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Abstract

This research investigates the impact of digital math serious educational games (SEGs) on enhancing math skills and motivation, specifically focusing on first-degree equations for students with learning difficulties. A comparative study was conducted between two groups: one comprising students with learning disabilities who engaged with the digital math SEG "Battleship" and another utilizing traditional textbook methods. The study's dual objectives were to assess the effectiveness of digital math SEGs in improving mathematical performance and to evaluate motivation levels. Additionally, gender differences in performance and motivation were examined to understand how SEGs impact boys and girls differently. Employing an empirical approach, a test was used as the primary assessment tool, including standard exercises on first-degree equations typically encountered in the final years of primary education. The Motivated Strategies for Learning Questionnaire (MSLQ) was administered to measure motivation. The research sample consisted of 104 sixth-grade students with learning disabilities, aged 11-12 years, from four public schools in the northern sector of Attica, Greece. The sample was evenly divided into two groups of 52 students each. Data were analyzed using SPSS and Excel. Results indicated that students who engaged with the digital math SEG demonstrated significant improvement in math performance compared to their peers using the textbook. Interestingly, the control group, which used the textbook, reported higher motivation, illustrating the complexity of motivational factors for students with learning disabilities. Furthermore, the analysis by gender revealed that both boys and girls benefited from SEGs in terms of performance. However, motivation levels were only slightly affected by gender, highlighting the potential of SEGs to support diverse learners.

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