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Original Article

Understanding the relationships between interest in online math games and academic performance

M. Zhang

Corresponding Author

College of Education, University of Texas at El Paso, , El Paso, Texas, USA

Correspondence: Meilan Zhang, College of Education, University of Texas at El Paso, EDUC 801D, 500 West University Ave., El Paso, TX 79968, USA. Email:

mzhang2@utep.edu

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First published: 21 August 2014
Cited by: 6

Abstract

Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large‐scale phenomenon associated with the poor performance of elementary school students in the USA that has been overlooked by educational researchers. This study found that approximately 10 million Internet users in the USA, many of whom are presumably youth, spend about 89 million hours in a year on a popular math game site that targets children. The number of game site users is equivalent to half of the K‐5 Internet population in the USA. However, there is little evidence that the math games on the website meet the criteria for effective instruction as described in the literature. This study found a significant negative correlation between search volumes for the game site in the 50 states in the USA and 4th grade students' performance in mathematics and reading. Moreover, Internet users in the states with greater numbers of low‐income families and fewer college graduates were more likely to search for the game site. The implications of these findings are discussed.

Number of times cited: 6

  • , Entering Aladdin's cave: Developing an app for children with Down syndrome, Journal of Computer Assisted Learning, 34, 4, (429-439), (2018).
  • , A review of research on bridging the gap between formal and informal learning with technology in primary school contexts, Journal of Computer Assisted Learning, 34, 4, (417-428), (2018).
  • , Tablet-based cross-curricular maths vs. traditional maths classroom practice for higher-order learning outcomes, Computers & Education, 114, (1), (2017).
  • , Game-based learning in an OpenSim-supported virtual environment on perceived motivational quality of learning, Technology, Pedagogy and Education, 26, 5, (617), (2017).
  • 2017 IEEE 7th Annual Computing and Communication Workshop and Conference (CCWC), (2017).110.1109/CCWC.2017.7868380
  • , Supporting conceptual understanding of the associative and distributive properties through digital gameplay, Journal of Computer Assisted Learning, 31, 6, (706-721), (2015).