Team Leader
Adithi Srinath
Texas A&M University
Computer Science
adithis_197@tamu.edu
Project Type
Research
Who Can Join
Faculty, Staff/Postdoctoral Scholars, Graduate Students, Masters Students, Undergraduate Students
Project Description
The purpose of this study is to evaluate the effectiveness of integrating game-based math tutoring(with VR) with competitive gaming to enhance student engagement, academic achievement, and social development. Specifically, this program seeks to assess how game-based math activities and online collaboration impact math skills, motivation, teamwork, and self-efficacy in elementary, middle school, and high school students. In evaluating the effectiveness of this program, we also seek to determine the optimal reinforcer to be used in the game to encourage students to succeed in their math education.
Aims:
To determine whether game-based math tutoring improves students' math performance and engagement compared to traditional methods.
To investigate the effects of the program on student engagement, motivation, and attitudes toward math and education.
To evaluate the influence of competitive gaming on students’ cognitive skills, strategic thinking, fostering teamwork, leadership, and academic performance.
To evaluate how the program affects different demographic groups, aiming for equitable educational outcomes.
Develop a game-based discounting measure for children ages 8-17 years
Team Needs
Research Experience: Prior involvement in research projects, including study design, data collection, and academic paper drafting.
Data Analysis & Research Methods – Competence in quantitative (e.g., test score analysis, engagement metrics) and qualitative (e.g., student interviews and feedback) approaches.
Teaching/Tutoring Experience – Team members with direct experience working with elementary, middle, or high school students, ensuring the intervention is age-appropriate.
Motivation – Passionate about leveraging technology to close learning gaps in math, improve student confidence, and make education more engaging.
Plus points: Educational Technology Experience – Experience in designing and evaluating game-based learning interventions, especially integrating math curricula with interactive platforms.
Special Opportunities
Hands-On Research – Opportunity to participate in an interdisciplinary project combining education, psychology, and computer science.
Impactful Contribution – Directly influence student learning outcomes and help shape innovative teaching strategies.
Skill Development – Gain practical skills in game design, data analysis, educational research, and teamwork.
Networking & Collaboration – Work with faculty, educators, and peers from diverse fields.
Publication/Presentation Opportunities – Contribute to conference papers, journal articles, or educational technology showcases.
Portfolio Building – Valuable for students interested in careers in education, edtech, game design, psychology, or data science.