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Game Design as a Pedagogical Tool

Evaluating CriaMat in Mathematics Education

Bibliographic Data

ID22043195
AuthorsCarla Duarte (Polytechnic Institute of Cávado and Ave), Sónia Pais (0000-0003-2834-2267, Instituto Politécnico de Leiria, corresponding author), Andreia Hall (0000-0001-8759-7927, University of Aveiro)
Year2026
Volume16
Issue1
Pages71
Publication date2026-01-05
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci16010071
OpenAlexW7118160179
LanguageEN
References cited15

This study explores the potential of educational game design as a pedagogical strategy for teaching Mathematics in lower secondary education, addressing persistent challenges related to students’ motivation and engagement with the subject. The research focuses on the creation and implementation of a game, CriaMat, an ideation tool developed to support students in designing their own mathematical games. A qualitative approach was adopted, structured as a case study conducted in four classes and involving a total of 50 students. Data collection followed a mixed-methods strategy, combining participant observation, document analysis, and questionnaire-based inquiry, each applied during different phases of the intervention. The results indicate a positive reception of the approach, particularly in terms of student engagement, collaboration, and perceived learning. Analysis of the games produced demonstrates students’ ability to create functional games that integrate the knowledge and skills developed throughout the process. The findings also suggest that learning to design games was perceived as a valuable strategy for engaging with and consolidating mathematical content, while simultaneously providing a privileged context for developing essential competencies—such as critical thinking, creativity, and problem-solving—aligned with the national competency framework for compulsory education. The study does not aim to measure learning gains, but rather to explore students’ perceptions and experiences of learning mathematics through the process of game creation

Educational game · Game design · Ideation · Perception · Qualitative property · Qualitative research · Educational Games and Gamification · Mathematics Education and Teaching Techniques · Physical Education and Pedagogy

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