Serious Games and Mathematical Fluency: A Study from the Gender Perspective in Primary Education

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In recent years, serious games offer great opportunities for learning processes at schools. However, it is unclear whether this type of proposals can offer differentiated answers among the students according to their gender. In this context, the aim of this paper is to know the possible differences that occur in primary school classrooms according to gender, with serious games designed for the development of mathematical fluency, and to examine to what extent these games contribute to the overall school performance. We carried out a quasi-experimental study, including pretest and posttest, without control group and with several experimental groups, and the participation of 284 students from first to fourth grade. The results show that the software benefits boys and girls equally, compared to the previously followed methodology that benefited boys. A clear relation between the results achieved and the performance in the overall students’ grades has also been observed. The conclusions show the potential of serious games in school settings, and the opportunity to approach performance differences based on the gender

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Sustainability 2021, 13(12), 6586; https://doi.org/10.3390/su13126586

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This study is funded by Proyecto de I + D + i Entornos digitales e identidades de género en la adolescencia (EDIGA), with reference PID2019-108221RB-100, within the framework of the State Program for the Generation of Knowledge and Scientific and Technological Strengthening of the System of R + D + i and of the State Program of R + D + i Oriented to the Challenges of Society, financed by the Ministry of Science, Innovation and Universities of the Government of Spain

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© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/)
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