Using Matific digital games to enhance second-grade students' conceptual understandings of multiplication.

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Bibliographic Details
Title: Using Matific digital games to enhance second-grade students' conceptual understandings of multiplication.
Authors: Özcan Şahin, Ebru1, Özçakır Sümen, Özlem2 ozlem.ozcakir@omu.edu.tr
Source: Journal of Educational Research. 2026, Vol. 119 Issue 1, p34-50. 17p.
Subject Terms: *Video games, *Second grade (Education), *Cognitive styles, *Action research, Multiplication
Abstract: This study investigated the development of second-grade students' conceptual understandings of multiplication using Matific digital games. In the academic year 2023–2024, the action research model study was carried out with 10 second-grade students from a rural school of Northern Anatolia. Data were collected using mind maps, multiplication concept tests, learning style inventories, interview forms, student diaries, and field notes. Three action plans, comprising various Matific digital games were implemented within the scope of the action research. The results of mind maps showed that the students' multiplication-related cognitive structures improved. The analysis of the multiplication concept tests revealed that the students' conceptual learning levels about multiplication also significantly improved, and the follow-up tests confirmed retention of learning. It was also found that digital games enable students of all learning styles (visual, auditory and kinesthetic) comprehend multiplication. The analyzed results of semi-structured interviews, student diaries, and field notes supported that the students understood the multiplication conceptually. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
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Abstract:This study investigated the development of second-grade students' conceptual understandings of multiplication using Matific digital games. In the academic year 2023–2024, the action research model study was carried out with 10 second-grade students from a rural school of Northern Anatolia. Data were collected using mind maps, multiplication concept tests, learning style inventories, interview forms, student diaries, and field notes. Three action plans, comprising various Matific digital games were implemented within the scope of the action research. The results of mind maps showed that the students' multiplication-related cognitive structures improved. The analysis of the multiplication concept tests revealed that the students' conceptual learning levels about multiplication also significantly improved, and the follow-up tests confirmed retention of learning. It was also found that digital games enable students of all learning styles (visual, auditory and kinesthetic) comprehend multiplication. The analyzed results of semi-structured interviews, student diaries, and field notes supported that the students understood the multiplication conceptually. [ABSTRACT FROM AUTHOR]
ISSN:00220671
DOI:10.1080/00220671.2025.2508718