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Edith Debrenti – International Journal for Technology in Mathematics Education, 2024
Using game-based learning (GBL) and digital game-based learning (DGBL) as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning (Santos et al., 2023). Even though primary school teachers are demonstrating strong preferences for using non-digital games instead of…
Descriptors: Preservice Teachers, Elementary School Mathematics, Elementary School Teachers, Game Based Learning
Javier Del Olmo-Muñoz; Pascual D. Diago; David Arnau; David Arnau-Blasco; José Antonio González-Calero – ZDM: Mathematics Education, 2024
This research, following a sequential mixed-methods design, delves into metacognitive control in problem solving among 5- to 6-year-olds, using two floor-robot environments. In an initial qualitative phase, 82 pupils participated in tasks in which they directed a floor robot to one of two targets, with the closer target requiring more cognitive…
Descriptors: Elementary School Students, Metacognition, Robotics, Computer Simulation
Amalija Žakelj; Mara Cotic; Daniel Doz – Cogent Education, 2024
The present research investigates the effects of an active and experiential learning approach on eighth-grade students' mathematics achievement employing a quasi-experimental research design. A total of 231 students from four Slovenian primary schools participated in the study, with 101 students assigned to the experimental group (EG) and 130 to…
Descriptors: Foreign Countries, Secondary School Mathematics, Secondary School Students, Grade 8
Dewolf, Tinne; Van Dooren, Wim; Verschaffel, Lieven – Learning and Instruction, 2011
We confronted 151, 5th and 6th elementary grade pupils with a quantitative problem in a mathematics or religion class, to examine the influence of the context on pupils' understanding and solution of such problems inside and outside the mathematics class. Pupils were first asked to solve a problem about fair sharing either during a mathematics or…
Descriptors: Mathematical Models, Grade 5, Grade 6, Problem Solving
Skoumpourdi, Chrysanthi – International Journal for Mathematics Teaching and Learning, 2010
The aim of this paper is to investigate the ways in which the number line can function in solving mathematical tasks by first graders (6 year olds). The main research question was whether the number line functioned as an auxiliary means or as an obstacle for these students. Through analysis of the 32 students' answers it appears that the number…
Descriptors: Grade 1, Mathematics Instruction, Problem Solving, Mathematical Applications
Fyfe, Emily R.; Rittle-Johnson, Bethany; DeCaro, Marci S. – Journal of Educational Psychology, 2012
Providing exploratory activities prior to explicit instruction can facilitate learning. However, the level of guidance provided during the exploration has largely gone unstudied. In this study, we examined the effects of 1 form of guidance, feedback, during exploratory mathematics problem solving for children with varying levels of prior domain…
Descriptors: Prior Learning, Feedback (Response), Learning Theories, Problem Solving
Michael Mendicino; Leena Razzaq; Neil T. Heffernan – Journal of Research on Technology in Education, 2009
This study compared learning for fifth grade students in two math homework conditions. The paper-and-pencil condition represented traditional homework, with review of problems in class the following day. The Web-based homework condition provided immediate feedback in the form of hints on demand and step-by-step scaffolding. We analyzed the results…
Descriptors: Feedback (Response), Homework, Computer Assisted Instruction, Effect Size
Chung, Namyong; Ro, Gyoung-sug – Journal of Technology Studies, 2004
Practical arts is a subject that not only promotes learners' better understanding of work in their daily lives, but also enables them to find ways to solve work-related problems by fostering basic skills and attitudes necessary for performing the work. The teaching of practical arts as a subject should be focused on developing creativity and…
Descriptors: Experimental Groups, Control Groups, Creativity, Self Efficacy

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