IJIET 2025 Vol.15(5): 947-954
doi: 10.18178/ijiet.2025.15.5.2301
doi: 10.18178/ijiet.2025.15.5.2301
Evaluating the Effectiveness of Electronic Games-Based Learning in Enhancing Children’s Multiplication Skills and Cognitive Achievement
Ali Ahmad Al-Barakat1,*, Rommel Mahmoud AlAli2,*, Omayya M. Al-Hassan3, and Yusra Zaki Aboud2
1. Faculty of Educational Sciences, Yarmouk University, Irbid, Jordan
2. The National Research Center for Giftedness and Creativity, King Faisal University, Al-Ahsa, Saudi Arabia
3. Department of Early Childhood, Queen Rania Faculty for Childhood, The Hashemite University, Zarqa, Jordan
Email: alialbarakat@yu.edu.jo (A.A.A.-B.); ralali@kfu.edu.sa (R.M.A.A.); o.m.alhassan@hu.edu.jo (O.M.A.-H.); yozaki@kfu.edu.sa (Y.Z.A.)
*Corresponding author
2. The National Research Center for Giftedness and Creativity, King Faisal University, Al-Ahsa, Saudi Arabia
3. Department of Early Childhood, Queen Rania Faculty for Childhood, The Hashemite University, Zarqa, Jordan
Email: alialbarakat@yu.edu.jo (A.A.A.-B.); ralali@kfu.edu.sa (R.M.A.A.); o.m.alhassan@hu.edu.jo (O.M.A.-H.); yozaki@kfu.edu.sa (Y.Z.A.)
*Corresponding author
Manuscript received December 27, 2024; revised January 24, 2025; accepted February 25, 2025; published May 16, 2025
Abstract—This study aimed to evaluate the effectiveness of electronic games-based learning in developing children’s multiplication skills and cognitive achievement. It addresses the growing phenomenon of declining academic engagement and inconsistent proficiency in foundational math skills among young learners, which conventional teaching methods often fail to resolve through leveraging the immersive and interactive nature of digital games as an educational medium deeply rooted in children’s daily lives. The study explored whether technology-driven, game-based environments could bridge pedagogical gaps, sustain motivation, and deepen conceptual understanding of multiplication. The study involved a sample of 90 students, equally divided into an experimental group (taught using electronic games) and a control group (taught using conventional methods). A structured teaching program based on electronic games-based learning principles was developed, with research tools that have been validated for reliability and validity through rigorous pilot testing. The results indicated that the experimental group demonstrated improved multiplication skills, highlighting the effective impact of electronic games on learning performance in mathematics classes. Results also demonstrated the ability of these games to simplify abstract mathematical concepts and provide an engaging, enjoyable learning environment that enhances understanding of arithmetic operations. Considering these results, the study recommends integrating electronic games-based learning into mathematics curricula as a supplemental educational tool, given its role in boosting student engagement, maintaining interest, and nurturing cognitive abilities. It further advocates training programs to equip teachers with skills to effectively utilize digital games in instruction, alongside developing culturally relevant educational games aligned with local curricula to maximize their pedagogical value.
Keywords—electronic games, multiplication skills, mathematics education, teaching methods, achievement test
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Keywords—electronic games, multiplication skills, mathematics education, teaching methods, achievement test
Cite: Ali Ahmad Al-Barakat, Rommel Mahmoud AlAli, Omayya M. Al-Hassan, and Yusra Zaki Aboud, "Evaluating the Effectiveness of Electronic Games-Based Learning in Enhancing Children’s Multiplication Skills and Cognitive Achievement," International Journal of Information and Education Technology, vol. 15, no. 5, pp. 947-954, 2025.
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).