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Klára Kelecsényi; Éva Osztényiné Krauczi; Attila Végh – International Journal of Mathematical Education in Science and Technology, 2025
The study examines the levels of understanding logarithmic expressions within the frames of a mathematical card game. The game is based on the popular card game Saboteur. In this paper, we analyse the progress of a group of six undergraduate students participating in a remedial course using games for recalling some fundamental mathematical…
Descriptors: Educational Games, Numbers, Mathematics Instruction, Undergraduate Students
Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
Aymen Hawani; Anis ben Chikha; Wael Zoghlami; Santo Marsigliante; Antonella Muscella – Discover Education, 2025
This study investigated the effect of the motor game 'Exchequer Motor Game' (EMG) on first-grade children's Level of Geometric Thinking (LGT) and their post-learning mood tracking (PLMT). Thirty children (age 6.1 ± 0.7 years; physical education experience: 0.6 ± 0.4 years), classified at the "Visualization" stage of van Hiele's geometric…
Descriptors: Grade 1, Elementary School Students, Geometric Concepts, Thinking Skills
Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
Using Physical Simulations to Motivate the Use of Differential Equations in Models of Disease Spread
Elizabeth G. Arnold; Elizabeth A. Burroughs; Owen Burroughs; Mary Alice Carlson – International Journal of Mathematical Education in Science and Technology, 2024
The SIR model is a differential equations based model of the spread of an infectious disease that compartmentalises individuals in a population into one of three states: those who are susceptible to a disease (S), those who are infected and can transmit the disease to others (I), and those who have recovered from the disease and are now immune…
Descriptors: Calculus, Communicable Diseases, Disease Control, Simulation
Ella James-Brabham; Tim Jay; Francesco Sella – Journal of Educational Psychology, 2024
Early numerical skills are important not only for later mathematical achievement but for overall achievement and are associated with later income, health, and quality of life. Socioeconomic disparities in numerical skills are visible before children begin school, and widen throughout schooling. It is, therefore, important to support the…
Descriptors: Numeracy, Mathematics Skills, Skill Development, Educational Games
Julie Nurnberger-Haag; Scott A. Courtney – Electronic Journal for Research in Science & Mathematics Education, 2025
Integer arithmetic is difficult for students worldwide. Although students' integer thinking has frequently been studied, little is known about typical instructional practice for this difficult topic. Thus, to investigate what resources teachers use, we surveyed U.S. middle-grade teachers who teach negative numbers. About half the teachers said…
Descriptors: Arithmetic, Numbers, Middle School Teachers, Middle School Mathematics
Drew Polly; Luke T. Reinke; Madelyn W. Colonnese; Adrianne Blackwelder – Journal of Educational Research, 2025
This study examined a 6-week intervention in which fourth grade students either played fluency games or used pictorial flashcards to develop fluency with their basic multiplication facts. Students who played fluency games showed more growth than the pictorial flashcards, but an analysis of variance showed that there was no statistically…
Descriptors: Intervention, Visual Aids, Educational Games, Multiplication
Nicole M. McKevett; Robin S. Codding; Kristin R. Running – Remedial and Special Education, 2024
Preschool students' mastery of early numeracy skills is important, so they enter kindergarten with the necessary prerequisite skills, which are predictive of achievement in later elementary grades. The purpose of this study was to examine the effects of a concrete-representational-abstract (CRA) instructional package on the foundational early…
Descriptors: Preschool Education, Numeracy, Mathematics Skills, Program Effectiveness
A. Berrizbeitia – PRIMUS, 2024
Escape the Math Room is a fun, interactive, sequence of puzzles designed to encourage mathematical collaboration, team work, and ingenuity. Using advanced mathematical topics in an accessible way, Escape the Math Room appropriately challenges students ranging from high school to advanced undergraduate. The activity can be adjusted by adding or…
Descriptors: Puzzles, Mathematics Instruction, Cooperative Learning, Teamwork
Mei-Shiu Chiu – Education and Information Technologies, 2024
This study aims to understand teachers' opinions toward a framework of affect-focused mathematics teaching and its use in real and virtual classrooms. The participants were 11 school teachers from diverse backgrounds (mostly teaching mathematics). Before the interview, the teachers viewed an introduction to the framework and the teaching materials…
Descriptors: Teacher Attitudes, Psychological Patterns, Mathematics Instruction, Mathematics Teachers
Mei-Shiu Chiu; Wee Tiong Seah; Hsin-Min Chen; I-Ping Wan – Education and Information Technologies, 2025
This study aims to identify teachers' selection/adoption of valuing pedagogy (VP) to implement an affect-focused mathematics teaching design with technological support. Valuing pedagogy is defined as teaching methods to address educational values and operationally defined as perceived, implemented, and received curricula, manifested by teacher…
Descriptors: Mathematics Instruction, Teaching Methods, Psychological Patterns, Technology Uses in Education
Jialing Zeng; Peng Zhang; Junyi Zhou; Junjie Shang; John B. Black – Educational Technology Research and Development, 2025
Current literature indicates the significance of embodied scaffoldings in enhancing the effectiveness of interactive learning technologies for STEM conceptual learning and relevant cognitive skill development. However, there is limited research on pedagogical approaches for integrating mixed embodied scaffoldings in learning with interactive…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Learning Processes, STEM Education
Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games