The effectiveness of video games as a teaching resource in mathematics learning: A comparative study

Mathematics education in primary schools requires constant updates to adapt to current student needs. However, traditional methodologies based exclusively on textbook structures often face challenges in maintaining motivation and facilitating the understanding of complex geometric concepts. Consequently, the main objective of this study is to determine the effectiveness of using video games as a teaching resource compared to traditional teaching, analysing whether it leads to learning improvements reflected in academic grades. Regarding methodology, a comparative quasi-experimental study was conducted involving 400 students in the fourth and fifth years of Primary Education from four schools in Badajoz (Spain), using control and experimental groups with data collected through pretest, and posttest instruments. The results revealed that students in the experimental group, who used the video game-based methodology, achieved a mean grade of 8.01, whereas the control group obtained 6.79, demonstrating statistically significant differences. In conclusion, this study confirms that video games are useful resources that foster children's mathematical achievement and logical reasoning, providing an effective alternative to traditional methodologies and acting as a powerful pedagogical tool.

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Publication Details

Journal
Social Sciences & Humanities Open
Published
2026-08-17
DOI
https://doi.org/10.1016/j.ssaho.2026.103283
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The effectiveness of video games as a teaching resource in mathematics learning: A comparative study

Luis Manuel Soto-Ardila, Ana Caballero Carrasco
Social Sciences & Humanities Open
Educational Games and Gamification
article

The effectiveness of video games as a teaching resource in mathematics learning: A comparative study

Luis Manuel Soto-Ardila, Ana Caballero Carrasco
article en

Abstract

Mathematics education in primary schools requires constant updates to adapt to current student needs. However, traditional methodologies based exclusively on textbook structures often face challenges in maintaining motivation and facilitating the understanding of complex geometric concepts. Consequently, the main objective of this study is to determine the effectiveness of using video games as a teaching resource compared to traditional teaching, analysing whether it leads to learning improvements reflected in academic grades. Regarding methodology, a comparative quasi-experimental study was conducted involving 400 students in the fourth and fifth years of Primary Education from four schools in Badajoz (Spain), using control and experimental groups with data collected through pretest, and posttest instruments. The results revealed that students in the experimental group, who used the video game-based methodology, achieved a mean grade of 8.01, whereas the control group obtained 6.79, demonstrating statistically significant differences. In conclusion, this study confirms that video games are useful resources that foster children's mathematical achievement and logical reasoning, providing an effective alternative to traditional methodologies and acting as a powerful pedagogical tool.

Social Sciences & Humanities OpenVol. 14
Universidad de Extremadura (ES)
Universidad de Extremadura
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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