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David W. Braithwaite; Robert S. Siegler – Grantee Submission, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
David W. Braithwaite; Robert S. Siegler – Journal of Educational Psychology, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
Groves, Emily A.; Austin, Jennifer L. – Journal of Applied Behavior Analysis, 2017
The Good Behavior Game (GBG) uses an interdependent group contingency to improve classroom behavior. Despite the wealth of research on the effectiveness of the GBG, some teachers may have concerns about their students' abilities to work in teams, particularly if they have a history of poor social skills. We used an alternating treatments design to…
Descriptors: Educational Games, Class Activities, Classroom Techniques, Program Evaluation
McClelland, Megan M.; Tominey, Shauna L.; Schmitt, Sara A.; Hatfield, Bridget; Purpura, David; Gonzales, Christopher; Tracy, Alexis – Grantee Submission, 2019
Considerable research has examined interventions that facilitate school readiness skills in young children. One intervention, "Red Light, Purple Light Circle Time Games" (RLPL; Tominey and McClelland, 2011; Schmitt et al., 2015), includes music and movement games that aim to foster self-regulation skills. The present study (N = 157)…
Descriptors: Intervention, School Readiness, Skill Development, Low Income Students
Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Descriptors: Educational Games, Grade 6, Instructional Effectiveness, Mathematics
Matthew D. Johnson – ProQuest LLC, 2015
The Good Behavior Game is an interdependent group contingency that relies on the influence of other important group members to modify challenging behaviors of a student or a group of students within the classroom. Although the Good Behavior Game possesses a long history of effective use in the research literature, there is a significant void in…
Descriptors: Evaluation, Educational Games, Special Education, Student Behavior
Donaldson, Jeanne M.; Wiskow, Katie M.; Soto, Paul L. – Journal of Applied Behavior Analysis, 2015
The Good Behavior Game (GBG) has been demonstrated to reduce disruptive student behavior during implementation. The effects of playing the GBG on disruption immediately before and after the GBG are unknown. The current study evaluated the effects of the GBG on disruption in 5 kindergarten classes immediately before, during, and after GBG…
Descriptors: Student Behavior, Behavior Problems, Functional Behavioral Assessment, Behavior Change
Chung, Gregory K. W. K.; Choi, Kilchan; Baker, Eva L.; Cai, Li – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
A large-scale randomized controlled trial tested the effects of researcher-developed learning games on a transfer measure of fractions knowledge. The measure contained items similar to standardized assessments. Thirty treatment and 29 control classrooms (~1500 students, 9 districts, 26 schools) participated in the study. Students in treatment…
Descriptors: Video Games, Educational Games, Mathematics Instruction, Mathematics
Ramani, Geetha B.; Siegler, Robert S. – Child Development, 2008
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical…
Descriptors: Low Income Groups, Numeracy, Educational Games, Number Concepts
Siegler, Robert S.; Ramani, Geetha B. – Developmental Science, 2008
The numerical knowledge of children from low-income backgrounds trails behind that of peers from middle-income backgrounds even before the children enter school. This gap may reflect differing prior experience with informal numerical activities, such as numerical board games. Experiment 1 indicated that the numerical magnitude knowledge of…
Descriptors: Games, Number Concepts, Low Income Groups, Educational Games