← Research using Delve

PRISM (University of Calgary) · July 2026

The Affective Experiences of Upper Elementary Students When Playing Card and Dice Games Intended to Develop Arithmetic Fluency

Cherie Michelle Lamont

Graduate Program in Educational Research, Werklund School of Education, University of Calgary

Reflexive thematic analysisCase study Education

How they used Delve

A doctoral candidate at the University of Calgary used Delve to inductively code interviews, drawings, and field notes from 28 Grade 4 students across two schools, running a reflexive thematic analysis of how card and dice math games changed their confidence, enjoyment, and anxiety about mathematics.

“Initial codes were generated using an inductive, data-driven approach supported by the Delve qualitative analysis tool. Each transcript was examined in detail, and meaningful segments of text were systematically labelled to reflect salient features relevant to the research questions. [...] The use of the Delve qualitative research program further enabled systematic coding and organization of data into coherent themes and subthemes.”

Field
Elementary mathematics education; math anxiety, arithmetic fluency, and game-based learning
Data
28 Grade 4 students across two western Canadian schools in contrasting socioeconomic contexts, interviewed before, during, and after a two-month gaming intervention (recorded in Otter AI and accuracy-checked), plus student drawings of their feelings about mathematics before and after gameplay, field notes, and selected video images
Approach
Two-stage analysis: stage one a reflexive thematic analysis (Braun & Clarke, 2021) across interviews, drawings, and field notes with inductive data-driven initial coding and an iteratively refined provisional framework; stage two a longitudinal mapping of change using process coding (Miles & Huberman, 1994; Saldana, 2016), examining each school separately
Data types
Interviews, Documents, Observation

Abstract

Mathematics is a source of difficulty for many students, and negative experiences often contribute to math anxiety, which can hinder learning and achievement. Declining mathematics performance in Alberta and internationally underscores the need to better understand the affective factors that influence students’ engagement with mathematics. Inquiry-based card and dice games provide opportunities for students to collaborate, receive immediate feedback, and develop mathematical understanding through meaningful problem solving rather than rote memorization. This study explored students’ experiences with two inquiry-based games, Sweet Sixteen and Tick Tock Roll A Clock, to examine how gameplay influenced their mathematical understanding, confidence, enjoyment, and perceptions of mathematics as part of a more humane approach to mathematics instruction. The study addressed two research questions: (1) What are the experiences of upper elementary students when playing Sweet Sixteen and Tick Tock Roll A Clock to develop basic fact fluency? and (2) How do students perceive their changing attitudes toward mathematics after playing these games? Participants were 28 Grade 4 students from two schools in western Canada representing contrasting socioeconomic contexts. Students were interviewed before, during, and after a two-month gaming intervention and created drawings illustrating their feelings about mathematics before and after gameplay. These multiple data sources provided insight into students’ evolving affective experiences and perceptions. The findings revealed diverse experiences with mathematical gaming. While most students reported enjoying the games and perceived increased confidence, understanding, and enjoyment of mathematics, some continued to prefer traditional instructional approaches such as worksheets. The study also demonstrated that students’ perceptions of their mathematical abilities developed through ongoing experiences of success, challenge, collaboration, and reflection during gameplay. By foregrounding students’ voices through a longitudinal design, this research contributes to a deeper understanding of the relationship between affect and mathematics learning. The findings suggest that game-based learning can support positive affective engagement alongside the development of mathematical fluency, providing insights that may inform more responsive and supportive approaches to elementary mathematics instruction.

Citation

Cherie Michelle Lamont (2026). The Affective Experiences of Upper Elementary Students When Playing Card and Dice Games Intended to Develop Arithmetic Fluency. PRISM (University of Calgary). https://doi.org/10.11575/prism/51669

Resources

Start your 14 day free trial of Delve