Board Games and Mathematics: A Winning Strategy for Teaching Rational Numbers

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Опубликовано в::European Conference on Games Based Learning vol. 1 (Oct 2025), p. 404-414
Главный автор: Hilário, Anabela
Другие авторы: Hall, Andreia, Pais, Sónia
Опубликовано:
Academic Conferences International Limited
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100 1 |a Hilário, Anabela  |u Escola Básica de Mafra, Portugal 
245 1 |a Board Games and Mathematics: A Winning Strategy for Teaching Rational Numbers 
260 |b Academic Conferences International Limited  |c Oct 2025 
513 |a Conference Proceedings 
520 3 |a The use of games in educational context has been widely recognised as an effective strategy for making learning more engaging and meaningful. Educational games create a dynamic environment where students not only consolidate academic knowledge but also develop soft skills such as teamwork, decision-making, and communication. In mathematics education, where student motivation is often a major concern, the incorporation of gamification strategies has shown a very positive impact on learning. Through playful challenges, students are encouraged to apply mathematical concepts in a practical and interactive way, increasing their engagement and improving their understanding of the subject matter. Moreover, the use of games in mathematics education extends beyond reinforcing curricular content. It also helps foster a more positive attitude towards the subject. This paper presents a study which explores the use of non-digital games as a pedagogical strategy in the teaching and learning of rational numbers in primary school. The main objective was to assess the effectiveness of non-digital board and card games as a teaching strategy for non-negative rational numbers among Year 5 students. The methodology adopted was a qualitative case study with quantitative statistical analysis, involving the implementation of three physical board/card games in three classes. Data collection techniques included surveys, direct observation by the teacher-researcher, and analysis of students' written work produced during gameplay. This study provides significant contributions, namely expanding knowledge on the effectiveness of non-digital games in mathematics education, offering evidence of their use as a pedagogical tool, and presenting a model that can be replicated and adapted by other educators. The results suggest that non-digital board and card games can be an effective strategy for teaching non-negative rational numbers, particularly due to increased student motivation, positive perceptions of mathematics, and improvements in self-confidence, self-esteem, willingness to overcome difficulties, and the development of social and collaborative skills. 
653 |a Problem solving 
653 |a Pedagogy 
653 |a Teaching methods 
653 |a Collaboration 
653 |a Strategy 
653 |a Curricula 
653 |a Card games 
653 |a Student participation 
653 |a Skills 
653 |a Mathematics education 
653 |a Statistical analysis 
653 |a Numbers 
653 |a Games 
653 |a Cognition & reasoning 
653 |a Students 
653 |a Case studies 
653 |a Qualitative analysis 
653 |a Motivation 
653 |a Classrooms 
653 |a Learning 
653 |a Educational objectives 
653 |a Education 
653 |a Effectiveness 
653 |a Design 
653 |a Data collection 
653 |a Didacticism 
653 |a Critical thinking 
653 |a Computer & video games 
700 1 |a Hall, Andreia  |u CIDMA, Center for Research and Development in Mathematics and Applications, University of Aveiro, Portugal 
700 1 |a Pais, Sónia  |u CIDMA, Center for Research and Development in Mathematics and Applications, University of Aveiro, Portugal 
773 0 |t European Conference on Games Based Learning  |g vol. 1 (Oct 2025), p. 404-414 
786 0 |d ProQuest  |t Advanced Technologies & Aerospace Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3269686753/abstract/embedded/6A8EOT78XXH2IG52?source=fedsrch 
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