Tabula Digita Found to Have Positive Effect on Math Achievement
Immersive educational video games can improve students’ mathematics understanding and skills, and significantly raise scores on district-wide math benchmark exams. These new research findings, using Tabula Digita’s DimensionM™ simulation software, come from scholars at the University of Central Florida who investigated the effects of modern math computer games on learners’ math achievement and math course motivation in public high school settings.
“These research results are remarkable and support previous studies which have concluded that interactive games are more effective on learners’ cognitive gains than traditional classroom instruction alone,” says Ntiedo Etuk, CEO and co-founder of Tabula Digita. “We are teaching a new generation of students, which requires unconventional teaching strategies be put into practice in the classroom. And when schools use our games, the student benefits speak for themselves – a greater desire to learn and higher test scores.”
The studies included all three interactive titles from the DimensionM series. In the games, key objectives are covered through a series of highly immersive action adventure missions. The educational video games contain three dimensional graphics, sound, animation and storylines comparable to those in popular video games.
Students in the experimental group who played the Tabula Digita video games over an 18 week period scored significantly higher on district math benchmark tests than students in the control group who did not play the video games (p<.001). In fact, the increase in scores for the test group was more than double the increase in score for the control group.
According to teachers, the games were effective teaching and learning tools because they were experiential in nature, offered an alternative way of teaching and learning, gave the students reasons to learn mathematics to solve the game problems and progress in the games. The teachers also commented that the games help to address student’s math phobias and increased time on task. As one teacher states, “It [the games] makes them want to learn [math].”
For more information visit www.dimensionm.com/research.






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