Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Danielle Herro | 1 |
Eklund, Kenneth | 1 |
Golnaz Arastoopour Irgens | 1 |
Jeremiah Akhigbe | 1 |
Kangas, Marjaana | 1 |
Lyytinen, Heikki | 1 |
McKenzie Martin Rowland | 1 |
Pesu, Laura | 1 |
Ronimus, Miia | 1 |
Ruokamo, Heli | 1 |
Siklander, Pirkko | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Early Childhood Education | 3 |
Elementary Education | 3 |
Grade 2 | 3 |
Primary Education | 3 |
Audience
Location
China | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Sun, Liping; Ruokamo, Heli; Kangas, Marjaana; Siklander, Pirkko – International Journal of Game-Based Learning, 2022
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students' behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day…
Descriptors: Cooperative Learning, Computer Games, Play, Mathematics Instruction
Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki – Educational Technology Research and Development, 2019
This study investigates the effectiveness of a digital game--GraphoLearn (GL)--in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support,…
Descriptors: Reading Difficulties, Intervention, Reading Fluency, Computer Games