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Amelia Gorman – Mathematics Education Research Group of Australasia, 2024
Decimals and the related areas of ratio and proportion are recognised as one of the most challenging and complex areas of mathematics for young children to learn. In this study, four dynamic digital representations were used by Year 4 (9-10 years old) students in a set of video-recorded, individual task-based interviews to explore key concepts of…
Descriptors: Arithmetic, Mathematical Concepts, Elementary School Mathematics, Elementary School Students
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Rayner Bin Tangkui; Tan Choon Keong – Anatolian Journal of Education, 2023
This study aims to investigate the effect of using Minecraft on Year 5 pupils' higher-order thinking skills (HOTS) in fractional problems-solving. A quasi-experimental pretest and posttest non-equivalent groups design was used. The study sample involved 65 Year 5 pupils from two intact classes which consists of 31 pupils as the treatment group and…
Descriptors: Video Games, Thinking Skills, Fractions, Problem Solving
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van Leeuwen, Anouschka; Rummel, Nikol; Van Gog, Tamara – International Journal of Computer-Supported Collaborative Learning, 2019
Teachers play a major role during CSCL by monitoring and stimulating the types of interactions between students that are conducive to learning. Teacher dashboards are increasingly being developed to aid teachers in monitoring students' collaborative activities, thereby constituting a form of indirect support for CSCL in the classroom. However, the…
Descriptors: Computer Uses in Education, Educational Technology, Cooperative Learning, Teacher Role
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Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
Mpiladeri, Magda; Palaigeorgiou, George; Lemonidis, Charalampos – International Association for Development of the Information Society, 2016
Tangible user interfaces (TUIs) are frequently used to teach children abstract concepts, in science and mathematics. TUIs offer a natural and immediate form of interaction that promotes active and hands-on engagement and allows for exploration and reflection. Tangible objects are representational artifacts in their essence, and they increase the…
Descriptors: Fractions, Numbers, Computer Uses in Education, Computer Interfaces
Ito, Taro – ProQuest LLC, 2017
This study examined the extent to which the iPad app, Spatial Temporal Mathematics (ST Math), diminished college remedial mathematics students' natural number bias and deepened their fraction conceptual understanding. In this quasi-experimental study one class played the ST Math fraction games for 8 weeks, and they were compared to a control class…
Descriptors: College Mathematics, Remedial Mathematics, Instructional Effectiveness, Fractions
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Kiili, Kristian; Ketamo, Harri – IEEE Transactions on Learning Technologies, 2018
Even though digital learning games have become common in education, relatively little is known about the usefulness of game-based assessment. This paper aims to explore if a game-based math test can provide added value to math education with respect to cognitive and affective outcomes. We used in-game measures, embedded in the game called Semideus…
Descriptors: Mathematics Tests, Outcomes of Education, Fractions, Grade 6
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Salle, Alexander – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This exemplary case study describes the learning process of two sixth-graders that learn from an animated worked-out example and an accompanying self-explanation prompt in the domain of fractions. It is based on a corresponding field study. The analysis focuses on the interaction with the computer, the communication between the students, the…
Descriptors: Grade 6, Animation, Instructional Materials, Learning Processes
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Xu, Xinhao; Ke, Fengfeng – American Journal of Distance Education, 2016
This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…
Descriptors: Computer Simulation, Educational Environment, Mathematical Concepts, Mathematics Instruction