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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
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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
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Liu, Yuliang – Journal of Computers in Mathematics and Science Teaching, 2013
This quasi-experimental study was to design, develop, and implement one multimedia math lesson in third grade to improve students' math learning. The non-equivalent control group design was used. The experimental group had 11 third grade students and the control group had 15 third grade students in an African American predominated elementary…
Descriptors: Control Groups, Experimental Groups, Comparative Analysis, Predictor Variables
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Edwards, Clayton M.; Rule, Audrey C.; Boody, Robert M. – Journal of Computers in Mathematics and Science Teaching, 2013
Online education is increasing in popularity at the college and high school levels with several studies showing the comparability of e-learning and more traditional methods. Middle school students' ability to function well with this mode of instruction has not been established in the literature, although the circumstances of Generation Z growing…
Descriptors: Quasiexperimental Design, Laptop Computers, Web Based Instruction, Electronic Learning
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Gustafson, Brenda; Mahaffy, Peter; Martin, Brian – Journal of Computers in Mathematics and Science Teaching, 2011
This article reports a subset of findings from a larger study centered on designing a series of six digital learning objects to help Grade 5 (age 10-12) students begin to consider the nature of models (understood as the physical or mental representation of objects, phenomena, or processes), the particle nature of matter, and the behavior of…
Descriptors: Foreign Countries, Grade 5, Rural Schools, Models
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Edwards, Clayton; Rule, Audrey – Journal of Computers in Mathematics and Science Teaching, 2013
Education in an online setting is an increasingly popular method of instruction. Previous studies comparing college or high school student performance in online and face-to-face courses found, in most cases, similar achievement between conditions. However, research is lacking regarding middle school students' academic performance and attitudes…
Descriptors: Qualitative Research, Student Surveys, Predictor Variables, Student Attitudes
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Tacoma, Sietske; Drijvers, Paul; Boon, Peter – Journal of Computers in Mathematics and Science Teaching, 2011
Dutch universities complain that freshmen in studies such as chemistry, physics, economics and mathematics do not master the required algebraic skills. In the worldwide discussions on mathematics education, mastery of algebra is also a prevalent issue. Often a distinction is made between basis procedures and algebraic reasoning, so-called symbol…
Descriptors: Foreign Countries, Mathematics Education, Chemistry, Algebra
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Sedig, Kamran – Journal of Computers in Mathematics and Science Teaching, 2008
Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…
Descriptors: Mathematics Education, Play, Mathematical Concepts, Geometry
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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
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Barnett, Michael; Yamagata-Lynch, Lisa; Keating, Tom; Barab, Sasha A.; Hay, Kenneth E. – Journal of Computers in Mathematics and Science Teaching, 2005
The purpose of this study was to examine how 3-dimensional (3-D) models of the Solar System supported student development of conceptual understandings of various astronomical phenomena that required a change in frame of reference. In the course described in this study, students worked in teams to design and construct 3-D virtual reality computer…
Descriptors: Computer Simulation, Computer Assisted Design, Visual Aids, Concept Formation
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Cantrell, Pamela; Sudweeks, Richard – Journal of Computers in Mathematics and Science Teaching, 2009
This project investigated the effects of technology task autonomy, teacher gender, and student gender on student achievement scores for students disaggregated by IEP and SES in middle school science classrooms. Participants were from the treatment group in a larger quasi-experimental design project that investigated the effects of integrated…
Descriptors: Quasiexperimental Design, Student Motivation, Scores, Personal Autonomy