Abstract
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation of DGBL in secondary mathematics classrooms, focusing on four digital math games grounded in a constructionist approach that enables adaptation by both teachers and students. Employing a mixed-methods research design, we collected and analyzed both qualitative and quantitative data. The findings reveal that although teachers integrated the games into their instruction, they did not involve students in modifying or creating the games, thereby leaving the constructionist potential largely unexploited. This study contributes to the DGBL literature by offering an integrated perspective (both students and teachers) on the opportunities and challenges of implementing constructionist DGBL in mathematics education.
License
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Article Type: Research Article
INT ELECT J MATH ED, Volume 20, Issue 3, August 2025, Article No: em0836
https://doi.org/10.29333/iejme/16400
Publication date: 01 Jul 2025
Online publication date: 20 May 2025
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Article Downloads: 71
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