WWC review of this study

Effects of Playing an Educational Math Game That Incorporates Learning by Teaching

Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. (2019). Journal of Educational Computing Research, v57 n6 p1495-1512. Retrieved from: https://eric.ed.gov/?id=EJ1225288

  •  examining 
    58
     Students
    , grade
    7

Reviewed: April 2026

No statistically significant positive
findings
Meets WWC standards with reservations
Algebra outcomes—Uncertain effects found for the domain
Outcome
measure
Comparison Period Sample Intervention
mean
Comparison
mean
Significant? Improvement
    index
Show Supplemental Findings

Researcher-developed measure of knowledge acquisition

Computer based educational game – Fiorella et al., (2019) vs. Business as usual

0 Days

Full sample;
58 students

5.20

4.70

No

--


Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.

Characteristics of study sample as reported by study author.


  • Female: 50%
    Male: 50%
    • B
    • A
    • C
    • D
    • E
    • F
    • G
    • I
    • H
    • J
    • K
    • L
    • P
    • M
    • N
    • O
    • Q
    • R
    • S
    • V
    • U
    • T
    • W
    • X
    • Z
    • Y
    • a
    • h
    • i
    • b
    • d
    • e
    • f
    • c
    • g
    • j
    • k
    • l
    • m
    • n
    • o
    • p
    • q
    • r
    • s
    • t
    • u
    • x
    • w
    • y

    International
  • Race
    Other or unknown
    100%
  • Ethnicity
    Other or unknown    
    100%
  • Eligible for Free and Reduced Price Lunch
    Other or unknown    
    100%

Setting

The study took place in one middle school math class at a school located on a U.S. Air Force base in Germany.

Study sample

The study included 58 seventh-grade students with an average age of 12.5 years. The researchers assigned 28 students to the intervention group and 30 students to the comparison group, using student grade point average and gender to create similar groups. The manuscript did not report additional eligibility criteria for participation beyond being students in the class that took part in the study.

Intervention Group

Students in the intervention group used a computer-based educational math game designed to teach math concepts through a space-themed story. As students moved through the game, they worked on math tasks and responded to prompts meant to guide an animated character through solving problems. The content addressed topics including equations, rational numbers, area and volume, and measures such as mean, median, and mode. Students used the program on their own for about 10 hours across 4 days, during six sessions that lasted about 1.5 to 2.5 hours, in place of their usual math lessons.

Comparison Group

Students in the comparison group received their usual math instruction from their regular teacher instead of playing the game. This instruction included direct teaching followed by guided and independent practice exercises. The comparison activities covered the same underlying math concepts as the game, although the specific practice problems were somewhat different. Students worked individually on the exercises and could ask their teacher for help.

Support for implementation

The study did not describe training or other implementation support for teachers or other staff delivering the intervention or comparison condition. The manuscript stated that the game was commercially developed, but it did not provide details about preparation or support for school staff during implementation.

 

Your export should download shortly as a zip archive.

This download will include data files for study and findings review data and a data dictionary.

Connect With the WWC

loading