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Patricia S. Moyer-Packenham; Christina W. Lommatsch; Kristy Litster; M. Jill Harmon; Allison Roxburgh – Journal of Computers in Mathematics and Science Teaching, 2023
This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews. Children completed a pretest, interacted with the digital math games, completed a posttest, and answered questions about their interactions with the games. During the interviews, researchers used two…
Descriptors: Educational Games, Mathematics Instruction, Interaction, Program Effectiveness
Moyer-Packenham, Patricia; Ashby, M. Jill; Lister, Kristy; Roxburgh, Allison; Kozlowski, Joseph S. – Journal of Computers in Mathematics and Science Teaching, 2020
This study examined children's learning when they played 12 digital math games to understand how design features promoted children's awareness of the affordances in the games, and how this contributed to their learning. Elementary-aged children (N=193) played three digital math games during 60-minute interviews. We collected quantitative (pre-post…
Descriptors: Affordances, Game Based Learning, Mathematics Instruction, Elementary School Students
Alexander, Curby; Knezek, Gerald; Christensen, Rhonda; Tyler-Wood, Tandra – Journal of Computers in Mathematics and Science Teaching, 2019
Declining academic achievement across U.S. schools, particularly in mathematics and science, has prompted several initiatives to increase the quality of teaching in science, technology, engineering, and mathematics (STEM). The National Science Foundation initiated the Innovative Technology Experiences for Students and Teachers (ITEST) program in…
Descriptors: Educational Technology, Technology Uses in Education, STEM Education, Teaching Methods
Heindl, Manuela; Nader, Michael – Journal of Computers in Mathematics and Science Teaching, 2018
The motivation to engage in a task is directly related to its perceived value according to Deci & Ryan (1985). Increasing motivation can lead to a higher enhanced learning achievement for the student. The question is if using digital technologies in inquiry-based learning lessons influences the learners' situationally perceived value of the…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Student Surveys
Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Zumbach, Joerg; Schmitt, Stefanie; Reimann, Peter; Starkloff, Philipp – Journal of Computers in Mathematics and Science Teaching, 2006
The life sciences, in particular molecular genetics, have become a pivotal area of research and innovation, and at the same time are amongst the most controversially discussed in today's society. Despite this discussion, the demand for life science expertise increases rapidly, creating a growing need for life science education in particular and…
Descriptors: Molecular Biology, Biological Sciences, Science Laboratories, Experiential Learning