There is a growing interest in integrating active learning and computer-based approaches in the teaching and learning of mathematics in elementary schools. In this study, we introduce Digital Game-Based Learning (DGBL) of Mathematics targeting students in the 5 th and 6 th grades following a design-to-implementation strategy. We first developed an edutainment Mathematics game and then tested it with 196 pupils from 9 public elementary schools in Morocco. The rationale of the study is to probe the effect of DGBL in lessening pupils' mathematical anxiety and improving classroom experience.
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Bouzid et al. (2021) studied this question.
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