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Showing 1 to 15 of 72 results Save | Export
Aldana, Ihmar L. – Online Submission, 2020
This action research study examined the effects of review games using Kahoot! on students' quiz scores as well as student engagement. The study was conducted in a high school geometry classroom at Tiyan High School (THS) in Barrigada, Guam. This study consisted of a sample size of 42 students in the 10th through the 12th grade. The data collected…
Descriptors: Educational Games, High School Students, Secondary School Mathematics, Geometry
Holmes, Neil – ProQuest LLC, 2019
The purpose of this quasi-experimental quantitative study was to determine if the incorporation of a student response system in third grade mathematics led to an increase in student achievement as measured by the MAP Growth: Math 2-5 CCSS 2010 V2 interim assessment. The study was founded on the basis that providing students with educational…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 3, Audience Response Systems
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Övez, Filiz Tuba Dikkartin – International Education Studies, 2018
The objective of this study is to examine the impact of instructing quadratic functions with the use of GeoGebra software and guided discovery worksheets on students' achievement and level of reaching acquisitions. This study utilized a pretest-posttest control group experimental design. It was conducted in the 2017-2018 academic year with 62…
Descriptors: Computer Software, Worksheets, Pretests Posttests, Control Groups
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Schacter, John; Jo, Booil – Mathematics Education Research Journal, 2017
With a randomized field experiment of 433 preschoolers, we tested a tablet mathematics program designed to increase young children's mathematics learning. Intervention students played Math Shelf, a comprehensive iPad preschool and year 1 mathematics app, while comparison children received research-based hands-on mathematics instruction delivered…
Descriptors: Randomized Controlled Trials, Preschool Education, Handheld Devices, Telecommunications
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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Pihlap, Sirje – International Journal for Technology in Mathematics Education, 2017
Studies of the impact of various types of computer use on the results of learning and student motivation have indicated that the use of computers can increase learning motivation, and that computers can have a positive effect, a negative effect, or no effect at all on learning outcomes. Some results indicate that it is not computer use itself that…
Descriptors: Educational Technology, Computer Uses in Education, Mathematics Instruction, Grade 9
Garcia Joven, Jose Elias – ProQuest LLC, 2018
The increasing numbers of ELL and bilingual students in high schools, their high dropout rate, their low performance on standardized tests, and their low representation in STEM and gifted programs make urgent the need to focus on productive and effective instructional techniques to teach math to ELL/bilingual students in ways that motivate them to…
Descriptors: English Language Learners, Bilingual Students, At Risk Students, Technology Uses in Education
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Kim, Heesung; Ke, Fengfeng – Interactive Learning Environments, 2017
This experimental study was intended to examine whether the integration of game characteristics in the OpenSimulator-supported virtual reality (VR) learning environment can improve mathematical achievement for elementary school students. In this pre- and posttest experimental comparison study, data were collected from 132 fourth graders through an…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Hwang, Gwo-Jen; Lai, Chiu-Lin – Educational Technology & Society, 2017
Flipped learning is a well-recognized learning mode that reverses the traditional in-class instruction arrangement by delivering learning content outside of the classroom and engaging students in more activities in class. However, it remains a challenge for students to comprehend the learning material by themselves, particularly when learning…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Video Technology
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Goehle, Geoff; Wagaman, John – PRIMUS, 2016
This paper concerns the impact and reception of gamification elements that were added to the online homework system "WeBWorK." After performing two studies, we found that the students felt that the gamification system rewarded them for their effort. However, we did not find any indication that gamification elements improved student…
Descriptors: College Mathematics, Mathematics Instruction, Homework, Web Based Instruction
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Bhagat, Kaushal Kumar; Chang, Cheng-Nan; Chang, Chun-Yen – Educational Technology & Society, 2016
The present study aimed to examine the effectiveness of the flipped classroom learning environment on learner's learning achievement and motivation, as well as to investigate the effects of flipped classrooms on learners with different achievement levels in learning mathematics concepts. The learning achievement and motivation were measured by the…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Mathematics Achievement
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Oktaviyanthi, Rina; Supriani, Yani – Indonesian Mathematical Society Journal on Mathematics Education, 2015
The experimental design was conducted to investigate the use of Microsoft Mathematics, free software made by Microsoft Corporation, in teaching and learning Calculus. This paper reports results from experimental study details on implementation of Microsoft Mathematics in Calculus, students' achievement and the effects of the use of Microsoft…
Descriptors: Mathematics Instruction, Calculus, Mathematics Achievement, Computer Software
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Ocal, Mehmet Fatih – Higher Education Studies, 2017
Integrating the properties of computer algebra systems and dynamic geometry environments, Geogebra became an effective and powerful tool for teaching and learning mathematics. One of the reasons that teachers use Geogebra in mathematics classrooms is to make students learn mathematics meaningfully and conceptually. From this perspective, the…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Teaching Methods
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Chiu, Fu-Yuan; Hsieh, Mei-Ling – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Grade 2
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2017
This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…
Descriptors: Algebra, Grade 6, Mathematics Achievement, Student Attitudes
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