EXPLORING TEACHERS’ ATTITUDE SHIFTS TOWARD DIGITAL GAMES IN PRIMARY MATHEMATICS INSTRUCTION: A CASE STUDY

EXPLORING TEACHERS’ ATTITUDE SHIFTS TOWARD DIGITAL GAMES IN PRIMARY MATHEMATICS INSTRUCTION: A CASE STUDY

Nguyen Ngoc Dan* dannn@hcmue.edu.vn VNIES
Tran Mai Loan loantranmai08@gmail.com
Summary: 
The substantial impact of digital transformation in education has increasingly established digital game-based learning as a key tool in Mathematics instruction, shaping a new educational trend. Despite the proven benefits of digital game-based learning in experimental studies, its adoption among teachers remains limited due to teachers’ negative attitudes, including concerns about implementation. This qualitative case study investigates attitudinal changes in a primary school teacher before and after observing four digital game-based learning-integrated Mathematics lessons in Ho Chi Minh City. Data were collected through pre- and post-interviews and analyzed along three dimensions of attitudes: cognition, affect, and behavioral intentions. The findings show a marked positive shift across all dimensions, particularly in the teacher’s confidence and perceived usefulness of digital game based learning. Nevertheless, challenges such as limited resources and technical infrastructure persist. The study highlights the potential of experiential exposure and targeted training to foster more favourable teacher attitudes toward integrating digital game-based learning in primary Mathematics instruction. These insights contribute to future research and policy development, fostering the effective integration of digital game-based learning in Mathematics instruction.
Keywords: 
digital transformation
Game-based learning
mathematics
attitude
Teacher
case study.
Refers: 

[1] Ajzen, I. (2001). Nature and operation of attitudes. Annual review of psychology, 52(1), pp.27-58. https:// doi.org/10.1146/annurev.psych.52.1.27.

[2] Andronache, D., Bocoş, M., Bocoş, V. & Macri, C. (2014). Attitude towards teaching profession. Procedia Social and Behavioral Sciences, 142, pp.628-632. https://doi.org/10.1016/jsbspro.2014.07.677.

[3] Bassey, M. (1999). Case study research in educational settings. McGraw-Hill Education (UK).

[4] Bhalla, A. & Lapeyre, F. (1997). Social exclusion: towards an analytical and operational framework. Development and change, 28(3), pp.413-433. https:// doi.org/10.1111/1467-7660.00049.

[5] Bourgonjon, J., Valcke, M., Soetaert, R., De Wever, B. & Schellens, T. (2011). Parental acceptance of digital game-based learning. Computers & Education, 57(1), pp.1434-1444. https://doi. org/10.1016/j. compedu.2010.12.012

[6] Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches (4th ed.). Thousand Oaks, CA: Sage.

[7] Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), pp.319-339. https://doi.org/10.2307/249008.

[8] Dele-Ajayi, O., Strachan, R., Anderson, E. V. & Victor, A. M. (2019, October). Technology-enhanced teaching: A technology acceptance model to study teachers’ intentions to use digital games in the classroom. In 2019 IEEE Frontiers in Education Conference (FIE), pp.1-8. IEEE. https://doi.org/10. 1109/FIE43999.2019.9028527.

[9] Đoàn Văn Điều. (2015). Thái độ của giảng viên đối với mối quan hệ giữa giáo viên và người học. Tạp chí Khoa học, Trường Đại học Sư phạm Thành phố Hồ Chí Minh. https://doi.org/10.54607/ hcmue. js.0.6(72).1339(2015).

[10] Holden, C. & Rada, R. (2011). Understanding the influence of perceived usability and technology selfefficacy on teachers’ acceptance of educational technology. Journal of Research on Technology in Education, 43(4), pp.343–367. https://doi.org/10.1 080/15391523.2011.10782576.

[11] Hussein, M. H., Ow, S. H., Elaish, M. M. & Jensen, E. O. (2022). Digital game-based learning in K-12 mathematics education: A systematic literature review. Education and Information Technologies, 27(2), pp.2859-2891. s10639-021-10721-x.

[12] Kerschner, C. & Ehlers, M. H. (2016). A framework of attitudes towards technology in theory and practice. Ecological Economics, 126, pp.139-151. http://dx.doi.org/10.1016/j.ecolecon.2016.02.010.

[13] Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), pp.13-24. https://doi. org/10.1016/j.iheduc.2004.12.001.

[14] Nguyễn Ngọc Đan, Lê Thái Bảo Thiên Trung, Nguyễn Thị Nga & Tăng Minh Dũng. (2024a). Digital game-based learning in mathematics education at primary school level: A systematic literature review. Eurasia Journal of Mathematics. Science and Technology Education. https:// doi.org/10.29333/ ejmste/14377.

[15] Nguyễn Ngọc Đan, Nguyễn Thị Minh Thư, Lê Minh Tứ, Hoàng Phương Vy, Lê Tuấn Phát & Nguyễn Hoàng Bảo Châu. (2024b). Trò chơi học toán cấp tiểu học trên thiết bị di động: nghiên cứu sự chấp nhận của phụ huynh. Tạp chí Khoa học, Trường Đại học Sư phạm Thành phố Hồ Chí Minh, 21(6), p.971. https://doi.org/10.54607/hcmue.js.21.6.4311(2024).

[16] Nguyễn Ngọc Đan, Lê Thái Bảo Thiên Trung, Nguyễn Thị Nga & Tăng Minh Dũng. (2025). A systematic review of digital game-based learning studies focusing on K-12 educators. Review of Education, 13(1), e70051. https://doi.org/10.1002/rev3.70051.

[17] Phạm Thị Hoài, Võ Thị Xuân Ánh, Huỳnh Thanh Thanh. (2021). The application of Quizizz games on students’ mobile phones in English classrooms at Van Lang University. Ho Chi Minh City University of Education Journal of Science, 18(3), pp.442-452. https://doi.org/10.54607/hcmue. js.18.3.2844.

[18] Pinder, P. J. (2021). Teacher perceptions of game based learning in Trinidad and Tobago’s primary schools. International Journal of TESOL & Learning, 10. Retrieved from https://eric. ed.gov/?id=ED616912.

[19] Rüth, M., Birke, A. & Kaspar, K. (2022). Teaching with digital games: How intentions to adopt digital game-based learning are related to personal characteristics of pre-service teachers. British Journal of Educational Technology, 53(5), pp.1412 1429. https://doi.org/10.1111/bjet.13201.

[20] Sánchez-Mena, A., Martí-Parreño, J. & Aldás-Manzano, J. (2017). The role of perceived relevance and attention in teachers’ attitude and intention to use educational video games. International Journal of Emerging Technologies in Learning, 12(3), pp.154 168. https://doi.org/10.3991/ijet. v12i03.6505.

[21] Sánchez-Mena, A., Martí-Parreño, J. & Aldás-Manzano, J. (2017). The role of perceived relevance and attention in teachers’ attitude and intention to use educational video games. International Journal of Emerging Technologies in Learning, 12(3), pp.154 168. https://doi.org/10.3991/ijet. v12i03.6505.

[22] Trịnh Thị Phương Thảo, Lê Thị Diễm Quỳnh, Đào Minh Hoàng & Vũ Thanh Tuyết. (2022). Thiết kế và sử dụng trò chơi kĩ thuật số trong dạy học môn Toán lớp 6 ở trường trung học cơ sở. Tạp chí Giáo dục, 22(7), tr.14-18. https://tcgd.tapchigiaoduc.edu.vn/ index.php/tapchi/ article/view/380.

[23] van Aalderen-Smeets, S. I., Walma van der Molen, J. H. & Asma, L. J. (2012). Primary teachers’ attitudes toward science: A new theoretical framework. Science education, 96(1), pp.158-182. https://doi. org/10.1002/sce.20467.

Articles in Issue