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Merve Kasim; Yasemin Deringöl – Education and Information Technologies, 2025
The aim of this study is to investigate the impact of technology-supported mathematical modeling method on the mathematical skills of a fourth-grade student with Mathematical Learning Disabilities. The study group consists of a fourth-grade student. It was discovered that the student lacked numerical and logical skills compared to other students.…
Descriptors: Educational Technology, Technology Uses in Education, Grade 4, Mathematics Instruction
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
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Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
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Virvou, Maria; Katsionis, George; Manos, Konstantinos – Educational Technology & Society, 2005
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning…
Descriptors: Educational Games, Computer Simulation, Intelligent Tutoring Systems, Computer Software