Developing a Framework for Designing Educational Aids through Games Method in Order to Facilitate Teaching Mathematics for Elementary Students

Rozita Farzam, Marzieh Allahdadi


The increasing technological advances in the present age reveal the need and necessity of primary teaching of mathematics more than before. Teaching mathematics should be done in order to increase the ability to gain scientific and technological literacy in students that this process begins from basic concepts such as the four main actions in mathematics. Therefore, several educational methods have been presented in this area in order to facilitate learning, which have been introduced and provided as educational aids and methods. Accordingly, this study, considering the age group of 7 to 9 years, as the most elementary age group in the country’s formal education to begin math learning, recommends designing of educational games in the form of a product as an effective way to improve quality of children’s education. Thus, this research used combined research method aiming at motivating and creating interest in students and also helping to the improvement of their learning level in math lesson. In the qualitative section, inductive analysis was used in order to obtain the framework, and in the quantitative section, library method was used in order for internal validation and the examination method of pre-test and post-test was used in order for external validation. Also, in order to obtain external validity of the recommended framework in learning the principles, it was implemented on 50 students in one of the schools in Tehran. Examining the effectiveness and external validation also showed that they can exercise math operations through a new method named game-teaching.


educational aids; game; math operations; students.

Full Text:

View PDF


Botturi, L., & Loh, C.S. (2008). Once Upon a Game: Rediscovering the Roots of Games in Education. In Christopher Thomas Miller (Eds): Games: Purpose and Potentialin Education. Springer Science+ Business Media, LLC, P.

Broomes, D., Cumberbatch, A., & Azmond Patty, J. (2003). Teaching mathematics to elementary school children. Translated by Mohammad Reza Keramati, First Printing, Tehran: Roshd Publishing.

Chandler, C. (2013). The Use of Game Dynamics to Enhance Curricullum and Instruction: what Teachers can Learn from the Design of Video Games. Journal of Curriculum and Instruction (JoCI), 6(2).

Clark, C. (2006). Therapeutic advantages of play. Mahwah, Nj: Lawrence Erlbaum.

Fullan, M. (2007). The New Meaning of Educational Change. New York: Teachers College Press.

Haj Babay, M. (1999). Application of psychology in mathematics. Tehran: Exceptional Children’s Research Institute Publications.

Herrero, D., Castillo, H.D., & Monjelut, N. (2014). Evolutaion and natural selection: Learning by Playing and reflection. New Approaches in Educational Research, 3(1), 26-33.

Joyce, B., Weil, M., & Calhoun, E. (2004). Models of Teaching. Translated by Mohammad Reza Behrangi, Kamal Tarbiat Publishing.

Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

Kelle, S., Klemke, R., & Specht, M. (2013). Effects of Game Design Patterns on Basic Life Support Training Content. Educational Technology & Society, 16(1), 275-285.

Prensky, M. (2005). Engage me or Enrage me, What today’s learners demand. EDUCAUSE Review, 40(5), 60-65.

Qaraee, N., & Fath Abadi, J. (2013). The Effectiveness of puppet game therapy on improving social skills of pre-elementary children with Down Syndrome. Applied Psychology Quarterly, 2(26), 25-40.

Rajabi Rad, K. (2014). The role of previous knowledge in learning new contents (using mathematics teaching games). Educational Technology Growth, 30(1), 20-22.

Shariatmadari, A., Ahqar, G., Seif Naraghi, M., & Ghanbari, N. (2011). Examining the role of educational games on learning educational concepts and comparing math numbers in girl students of the first grade in elementary school of Rey city. Quarterly of Behavioral Sciences, 3(9), 85-100.

Slavin, R.E. (1996). Reforming state and federal policies to support adoption of provev practice. Educational Research, 25(9), 4-5.

Van Eck, R. (2010). Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions. New York: Information Science Reference.



  • There are currently no refbacks.

Copyright (c) 2018 The Authors & LUMEN Publishing House

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Copyright © RREM | A LUMEN Peer Reviewed Open Access Journal

Covered in | Web of Sciences (WOS); EBSCO; Google Scholar; Index Copernicus; Ideas RePeC; Econpapers; Socionet; CEEOL; Ulrich ProQuest; Cabell, Journalseek; Scipio; Philpapers; SHERPA/RoMEO repositories; KVK; WorldCat; CrossRef; CrossCheck.