Elementary students in the United States are struggling with mathematics, with only 36% of fourth graders performing at or above grade level in mathematics as of 2022 (National Center for Education Statistics [NCES], 2022). Black, Hispanic, and low-income students perform even worse, with fewer achieving proficiency (NCES, 2022). This highlights the urgent need for evidence-based instructional strategies to improve math performance and close achievement gaps. Peer-learning, where students share knowledge and ideas, is a proven strategy to address this issue (Boud, 2001). Research has shown that peer-learning improves problem-solving performance, particularly in gamified environments (Hwang & Hu, 2013; Ke & Clark, 2020). Gamification elements like challenges, rewards, and progression systems enhance student engagement and learning outcomes (Deterding et al., 2011).
Understanding students' perspectives on learning environments is critical for designing effective instruction. Student voice provides insights into the factors that impact their learning experiences and outcomes (Oerlemans, 2007). Despite the established benefits of peer-learning, there is limited research amplifying student voice to understand the cognitive, environmental, and behavioral factors that improve problem-solving. This study aims to explore how students perceive peer-learning experiences in a gamified math environment through the lens of Social Cognitive Theory (SCT).
Social Cognitive Theory (SCT) emphasizes that learning occurs in a social context where cognitive, environmental, and behavioral factors dynamically influence each other (Bandura, 1986). In gamified problem-solving, peer interactions are vital for knowledge acquisition and skill development (King, 2002). Cognitive factors include beliefs, expectations, and knowledge; environmental factors encompass social and physical contexts; and behavioral factors involve actions and responses influenced by the other two dimensions. These reciprocal influences underscore the importance of peer-learning in shaping student attitudes, behaviors, and self-efficacy.
This qualitative study examined fourth and fifth-graders' perceptions of their learning experiences in a gamified math environment. It was part of a larger study on the effects of peer-learning on expressive communication and problem-solving. Participants were 49 students (32 females) from an urban school district in the Northeastern United States, where 40.6% of families receive government assistance, and all schools are Title I.
Students were divided into peer-learning (n=25) and non-peer-learning (n=24) groups. Peer-learning was teacher-facilitated, with teachers providing structure, prompts, and encouragement (Gillies & Khan, 2008). Non-peer-learning students worked independently, though incidental collaboration was not prohibited. Data collection spanned four months and included weekly classroom visits for interviews. The study used the First in Math (FIM) online platform, a gamified environment proven effective for low-income, high-minority populations (Columba, 2020).
Data were collected through audio-recorded, semi-structured interviews with questions such as: "Can you describe a time when you were particularly challenged by a math problem or concept?" and "How do you decide which math strategies to use?" Responses were thematically analyzed using deductive coding based on SCT (Saldaña, 2016). Two researchers independently coded the data, achieving inter-rater agreement through discussion.
Peer-learning students demonstrated higher accuracy in using academic vocabulary compared to non-peer-learning students. For instance, a peer-learning student described their progress as, “I'm working on multiplication, division, equations, fractions, the order of operations, decimals, and integers.” This clear and accurate use of mathematical terms contrasted with non-peer-learning students, who often struggled with terminology. One student said, “If you plus like 100 times 200… but if you times it, it'll be much more complicated,” which was unclear and inaccurate.
Peer-learning students also expressed consistently positive attitudes toward math and the gamified platform, often referencing personal growth. They exhibited goal-setting behaviors, using in-game rewards like stickers and points to monitor progress. One student stated, “I was trying to hit my goal of 100,000 [stickers], but I was one-fifth of that,” demonstrating both progress monitoring and practical application of fractions. Non-peer-learning students showed mixed attitudes toward math. While some expressed enthusiasm, others reported frustration, particularly with challenging problems. Non-peer-learning students were also less likely to set goals or engage in progress monitoring.
Students in the peer-learning group frequently cited peers as a key source of support during problem-solving. One student shared, “If it's hard, I ask my friends to help me with the problem and figure it out.” Peer interactions were both cooperative and competitive, with students referencing leaderboards as motivators for setting goals like “player of the day.” They also highlighted game features such as rewards, timers, and vocabulary definitions as beneficial and engaging. In contrast, non-peer-learning students sought help exclusively from teachers or adults and did not reference peer support. They had mixed opinions about the platform’s usability and game features. Their problem-solving strategies were simpler and less detailed.
Peer-learning students practiced math skills more frequently and employed more complex problem-solving strategies. One student explained their approach to division: “If you get an answer and don't know if it's correct, times it and then subtract it. If it's zero, you're correct.” This response demonstrated a clear understanding of mathematical concepts and effective problem-solving.
Non-peer-learning students exhibited simpler strategies and relied more heavily on teacher assistance. One student said, “When it gets hard, I grab my paper and do the strategies the teacher taught me.” Such responses lacked specificity and creativity.
Overall, peer-learning students demonstrated higher quality and complexity in cognitive, environmental, and behavioral responses. They were more likely to articulate clear problem-solving strategies, express positive attitudes toward math, and practice skills independently and collaboratively. Non-peer-learning students relied more heavily on external support and exhibited less engagement with the gamified environment.
This study highlights the impact of cognitive, environmental, and behavioral factors on student problem-solving in mathematics. Teacher-facilitated peer-learning enhanced students’ ability to articulate complex strategies, communicate effectively, and set meaningful goals. Peer-learning students exhibited stronger collaboration, greater willingness to seek and provide peer support, and a more positive attitude toward mathematics. These benefits were particularly evident in an underserved population, emphasizing the potential of peer-learning to address educational inequities.
Our findings suggest that practitioners should prioritize collaborative problem-solving, foster supportive communities, and leverage gamification to improve math performance. Future research should explore the long-term effects of peer-learning in gamified contexts and interventions to support collaborative problem-solving skills.
Table 1
Codebook
Factor | Code | Definition |
Cognitive factors | Vocabulary Knowledge | Correct usage of specific academic vocabulary within mathematics |
Mathematics Attitude | Assessment of utility of math to life or to other areas. Attitude towards First In Math (FIM) | |
Expectations/Goal Setting | Student expectations about performance/progress in FIM or Mathematics or problem-solving. Goal Setting and planning | |
Environmental Factors | Social Influence | Receiving or seeking support from others or use of other people as problem-solving options. Being a source of support/knowledge to peers |
Game Features & Usability | The ease or difficulty of using FIM. Understanding of the FIM system. Rewards/incentive motivation. | |
Outside Conditions | Environmental conditions on problem-solving or game play setting | |
Behavioral Factors | Practice of Math Skills | Practice of math skills, and/or use of FIM for practice |
Problem-solving Skills | Skills needed to solve problems, skills needed to play FIM | |
Self-Efficacy Behaviors | Student behaviors reinforcing belief in ability to act/influence/control to achieve goals |
Table 2
Results Table by Learning Group and SCT Factors
Peer-learning | Non-peer-learning | ||||||
Factors | Prevalence | Prevalence | |||||
Cognitive Factor | 46.2% | 48% | |||||
Categories | Example | Theme | Categories | Example | |||
Vocabulary Knowledge (29%) | “I'm working on multiplication, just the facts, division, equations, fractions, the order of operations, which is in advanced, the decimals, integers.” | Cognitive Factors (48%) | Vocabulary Knowledge (29%) | “Not really. Just regular math adding, subtracting, multiply, divide.” | |||
Mathematics Attitude (44%) | “like before [the First In Math game platform] I just like didn't like math.” | Mathematics Attitude (39%) | “in the grocery store like if you need a certain amount of ingredients then you buy that much all right if you need like two packs or three” | ||||
Expectations/Goal Setting (27%) | “The most important thing is every single year that you grow and get to another level like elementary, intermediate, and advanced. This year I got advanced for the first time so, you learn how to grow and develop through the harder things in math.” | Expectations/Goal Setting (32%) | “it's just probably maybe but I feel like when I look at an equation it kind of motivates me to solve it I just have to see like an equation just to do like I don't know how it really works up my mind.” | ||||
Environmental Factors (17.3%) | Social Influence (39%) | “Sometimes I would ask friends to help to tell me figure it out; If it is hard I will ask teacher what should I do.” | Environmental Factors (13%) | Social Influence (47%) | “I ask the teacher for help, and he gives me a clue hand and then I figure it out.” | ||
Game Features & Usability (56%) | “There's like a lot of facts, and then the new time[timer feature], you get really excited because you need to do it fast.” | Game Features & Usability (41%) | “uh First in Math sometimes is like what to say like sometimes it messes up right if you don't operate your computer update it so I sometimes I'll say it's like good I like it from like probably like a five or eight [rating out of ten] like between there because sometimes I guess annoying if you keep failing because you're just trying to get it done and some of the stuff that you're trying to like learn is hard for you then it's like hard for you to actually do it.” | ||||
Outside Conditions (6%) | “...sometimes when I was doing First-in-Math right, I just listen to music if I want to make it more focused.” | Outside Conditions (12%) | “Um, because like in the second grade, I was struggling with like subtraction Like the tenth level, so then I took a break And then like I think it was at my house and then I got somebody like a little snack And then I got back on and I solved it.” | ||||
Behavioral Factors (34.6%) | Practice of Math Skills (33%) | “I would achieve so much like using First in Math and doing it like like 10 minutes, like every night that is a sign for a homework that really helped me learn.” | Behavioral Factors (39%) | Practice of Math Skills (18%) | “Hmm, the only thing is paying attention and studying.” | ||
Problem-solving Skills (42%) | “I'd say first you start out with the easiest ones, and then you start getting to learn new things, and then you would get used to it, and then get more knowledge to play the harder games.” | Problem-solving Skills (52%) | “I usually ask my teacher so she can help me go over like other stuff like maybe give me some practice problems and she kind of like pieces it down to me like at home I try to like show my work and find new ways to do the problem if that makes sense yes and that's how I solve this problem and that's how I learned it.” | ||||
Self-Efficacy (25%) | “So, like if you're uncomfortable with the question, you could just skip it, and then come back to it, and then if you're comfortable, then you could answer it.” | Self-Efficacy (30%) | “I mean if you actually like pay attention and like really do it and realize what you're doing wrong on First Math and you fix it and relate like class or whatever. I feel like that First Math will help you learn more stuff because you're learning how to do it on computer and then you can do it on pencil and paper.” | ||||