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Elementary and Secondary…1
Showing 1 to 15 of 160 results Save | Export
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David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
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Ngoc Dan Nguyen; Vu Thanh Tam Nguyen; Minh Dung Tang – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study examines the relationship between primary school teachers' knowledge and their acceptance of digital game-based learning (DGBL) in mathematics teaching. Background: The rapid integration of digital technology in education highlights the potential of DGBL in primary mathematics education. Despite its advantages, the…
Descriptors: Computer Games, Game Based Learning, Elementary School Teachers, Knowledge Level
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Suparman; Dadang Juandi; Turmudi – Mathematics Teaching Research Journal, 2025
Mathematics achievement of Indonesian students has not been relatively optimal whereby most of the students still have low mathematics achievement. Hence, the present study develops and produces a digital game called Ucing Sumput that is valid, practical, and effective in enhancing the mathematics achievement of Indonesian students. Research and…
Descriptors: Game Based Learning, Mathematics Achievement, Teaching Methods, Probability
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Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
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Orly Klein-Latucha; Arnon Hershkovitz – Journal of Learning Analytics, 2024
We report on a large-scale, log-based study of the associations between persistence and success in an online game-based learning environment for elementary school mathematics. While working with applets, learners can rerun a task after completing it or can halt before completing and rerun it again; both of these mechanisms may improve the score.…
Descriptors: Academic Persistence, Game Based Learning, Educational Technology, Mathematics Instruction
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Jairo A. Navarrete-Ulloa; David M. Gómez; Llery Ponce; Felipe Munoz-Rubke; Pablo R. Dartnell – Journal of Numerical Cognition, 2025
Improving early mathematical competence is a major priority worldwide; thus, assessing early math abilities is critical. Although various international standardized instruments serve this purpose, their usage in underdeveloped countries is prohibitive due to their resource-intensive requirements. In this report, we explore the development of the…
Descriptors: Mathematics Skills, Mathematics Instruction, Preschool Children, Preschool Education
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Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
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Desoete, Annemie; Praet, Magda – Journal of Cognitive Education and Psychology, 2022
Adaptive serious mathematical games in kindergarten were used to investigate whether kindergarteners could grasp mathematics topics. A pretest-posttest-follow up design with two conditions. (Condition 1 educational kindergarten games on the computer, focusing on counting and comparison, Condition 2 educational kindergarten games on the computer,…
Descriptors: Educational Games, Kindergarten, Young Children, Mathematical Concepts
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Lyford, Alex; Czekanski, Michael – Teaching Statistics: An International Journal for Teachers, 2020
Students are typically introduced to probability through calculating simple events like flipping a coin. While these calculations can be done by hand, more complex probabilistic events, both in class and in the real world, require the use of computers. In this paper, we introduce a new tool--an R shiny web app and associated CRAN package based on…
Descriptors: Probability, Games, Simulation, Mathematics Instruction
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
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Bang, Hee Jin; Li, Linlin; Flynn, Kylie – Early Childhood Education Journal, 2023
This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve learning outcomes and engagement for kindergarten and first grade students (N = 505 treatment, 481 control). Findings indicate that students using My Math Academy made significant…
Descriptors: Mathematics Instruction, Computer Software, Learning Motivation, Learner Engagement
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Jensen, Erik Ottar; Skott, Charlotte Krog – Digital Experiences in Mathematics Education, 2022
In this article, we conduct a qualitative systematic review of studies examining the use of digital games to promote students' mathematical reasoning in primary and lower secondary schools. Digital games now have a prominent role in students' leisure time, as has mathematical reasoning in curricula around the world. This study investigates how the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Mathematical Logic
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Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
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