The Digital Game’s Impact on Student’s Interaction Related to Sociomathematical Norms: A Systematic Literature Review

Authors

  • Devi Arhami Putri Department of Mathematics Education, Universitas Syiah Kuala, Banda Aceh 24415, Aceh, Indonesia
  • Rahmah Johar Department of Mathematics Education, Universitas Syiah Kuala, Banda Aceh 24415, Aceh, Indonesia
  • Muhammad Subianto Department of Mathematics, Universitas Syiah Kuala, Banda Aceh 24415, Aceh, Indonesia

Keywords:

learning mathematics, digital game, student interaction, sociomathematical norms

Abstract

The use of digital games as learning mathematics media is ubiquitous. It comes in a variety of approaches, designs, and purposes. But, its impact on students’ interactivity leads to a classroom social construct called sociomathematical norms is not revealed yet. Beside, technology use in education and traditional game use separately could raise students’ sociomathematical norms. Although, sociomathematical norms are known as specific interactions among students and teachers which form mathematical concepts. This systematic literature review study, based on the PRISMA statement, conducted to collect critical information about the use of digital games' impact on students' sociomathematical norms. Articles which published between 2016 and 2020 in mathematics education field are screened. The findings show that the use of digital games raises students’ sociomathematical norms if it is followed by an open ended learning approach and sharing feature. Otherwise, the norms cannot be detected explicitly. Future research related to this finding is also recommended.

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Published

2021-05-30

How to Cite

Putri, D. A. ., Johar, R. ., & Subianto, M. . (2021). The Digital Game’s Impact on Student’s Interaction Related to Sociomathematical Norms: A Systematic Literature Review. International Journal of Sciences: Basic and Applied Research (IJSBAR), 58(2), 124–132. Retrieved from https://www.gssrr.org/index.php/JournalOfBasicAndApplied/article/view/12296

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