Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6
1 School of Mathematics, Physics and Computing, University of Southern Queensland, Toowoomba, QLD, AUSTRALIA
2 School of Education, University of Southern Queensland, Springfield, QLD, AUSTRALIA
* Corresponding Author
The integration of online learning games in mathematics education is a rapidly growing area, driven by ongoing technological progress and the recognized potential to improve student learning experiences. Effective technological support is essential for enhancing students’ understanding and engagement in mathematics. This study critically assesses the effectiveness of MangaHigh, an online game-based learning (GBL) resource featuring adaptive learning technology, in an Australian primary school setting. Using a mixed-methods case study approach, data were gathered through surveys completed by 72 year 6 students and a semi-structured interview with their classroom teacher. The results show that the teacher viewed MangaHigh as a tool that encourages student engagement and helps in understanding specific mathematical concepts, aligning with recent research indicating GBL can increase motivation and conceptual understanding. Survey data showed that most students believed MangaHigh assisted their understanding of mathematical concepts. Notably, gender-based differences in perceptions were observed, with more boys than girls perceiving MangaHigh as a helpful tool that makes learning mathematics enjoyable, boosts confidence, and simplifies concepts. However, statistical analysis revealed that these differences were not significant. These findings are placed within current research on digital skills and attitudes. Overall, the results suggest that mathematics teachers should think about incorporating technology into their teaching. The study also emphasizes the need for further research, as current studies on the impact of GBL tools like MangaHigh on primary school mathematics education are still limited.
Awad, W., Galligan, L., & Getenet, S. (2026). Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6.
Contemporary Educational Technology, 18(3), Article ep668.
https://doi.org/10.30935/cedtech/18747
Awad, W., Galligan, L., and Getenet, S. (2026). Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6.
Contemporary Educational Technology, 18(3), ep668.
https://doi.org/10.30935/cedtech/18747
Awad W, Galligan L, Getenet S. Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6.
CONT ED TECHNOLOGY. 2026;18(3), ep668.
https://doi.org/10.30935/cedtech/18747
Awad, Wala, Linda Galligan, and Seyum Getenet. "Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6".
Contemporary Educational Technology 2026 18 no. 3 (2026): ep668.
https://doi.org/10.30935/cedtech/18747
Awad, Wala et al. "Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6".
Contemporary Educational Technology, vol. 18, no. 3, 2026, ep668.
https://doi.org/10.30935/cedtech/18747
Awad W, Galligan L, Getenet S. Exploring game-based learning to enhance mathematics teaching and learning: A case study of year 6. CONT ED TECHNOLOGY. 2026;18(3):ep668.
https://doi.org/10.30935/cedtech/18747