WWC review of this study

Effects of Game-Based Learning in an Opensim-Supported Virtual Environment on Mathematical Performance

Kim, Heesung; Ke, Fengfeng (2017). Interactive Learning Environments, v25 n4 p543-557. Retrieved from: https://eric.ed.gov/?id=EJ1137732

  •  examining 
    132
     Students
    , grade
    4

Reviewed: April 2026

At least one statistically significant positive finding
Meets WWC standards with reservations
Mathematics Achievement outcomes—Uncertain effects found for the domain
Outcome
measure
Comparison Period Sample Intervention
mean
Comparison
mean
Significant? Improvement
    index
Show Supplemental Findings

Math test items based on Common Core State Standards

Game-based fractions practice - Kim and Ke (2017) vs. Fractions word problem practice - Kim and Ke (2017)

0 Days

Full sample;
132 students

13.88

10.74

Yes

 
 
21


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: 55%
    Male: 46%
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    Florida
  • Race
    Asian
    4%
    Black
    58%
    Native American
    2%
    Other or unknown
    2%
    White
    34%
  • Ethnicity
    Hispanic    
    2%
    Not Hispanic or Latino    
    98%
  • Eligible for Free and Reduced Price Lunch
    Other or unknown    
    100%

Setting

The study took place in five northern Florida schools with 132 fourth grade students, ages 9-10.

Study sample

The researchers randomly assigned 66 students to receive a game-based fractions intervention in a virtual reality environment and 66 students to the comparison group that did not receive the game-based fractions intervention, for a total of 132 students. All students were native English speakers. Approximately 55% of students were female, 4% of students were Asian, 2% of students were Native American, 58% of students were African-American, 34% of students were Caucasian, and about 2% did not report their race. About 2% of students were Hispanic.

Intervention Group

The intervention used a game-based learning approach within an OpenSim-supported virtual reality environment to teach fractions skills. Students completed four fraction problem-solving tasks aligned with the Common Core State Standards in an environment that integrated game-play with the learning content. Students followed a storyline about preparing food for a picnic, completed challenges, and earned immediate virtual rewards. To complete the tasks, students applied fraction concepts, such as fraction equivalence, ordering, and comparison. The intervention lasted approximately 30–40 minutes.

Comparison Group

Students in the comparison group completed similar fractions activities in the same virtual reality environment, but without the game-based learning elements. Students completed the same four fraction problem-solving tasks as those in the intervention group. Students completed the tasks as web-based word problems, selecting correct answers from provided options. As in the intervention group, the comparison intervention lasted approximately 30–40 minutes.

Support for implementation

The study did not provide information on support for implementation.

 

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