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Farsani, Danyal; Radmehr, Farzad; Alizadeh, Mohadaseh; Zakariya, Yusuf Feyisara – Journal of Computer Assisted Learning, 2021
With the technological improvements of innovative portable recording gadgets, augmented researchers' interest in exploring students' visual attention in their natural and normal occurring classrooms. The purpose of this study was to gauge students' visual attention in their Mathematics and English classrooms. This article reports on a study…
Descriptors: Mathematics Instruction, Second Language Learning, Second Language Instruction, English (Second Language)
Okeke, Godwin N. – International Association for Development of the Information Society, 2014
Technology has gained a firm stronghold in society as well as modern classroom. Students are assumed to have a natural aptitude for computers. Over the past decades, educational websites have appeared to be "interactive" and "to make learning fun". This study employed quantitative method of research using 8th grade instructors…
Descriptors: Technology Uses in Education, Gender Differences, Computer Software, Web Sites
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2014
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Descriptors: Educational Games, Computer Software, Teaching Methods, Elementary School Mathematics
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van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken – Society for Research on Educational Effectiveness, 2011
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Descriptors: Numeracy, Mathematical Concepts, Mathematics Instruction, Arithmetic
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Varol, Filiz; Colburn, Linda K. – AACE Journal, 2007
The purpose of this study was to investigate the critical attributes of mathematical software designed for children between the ages of four and seven. This study sought to offer guidelines that will assist software designers in the design of developmentally appropriate educational software. In addition, teachers and parents may benefit from this…
Descriptors: Computer Software, Young Children, Mathematics Instruction, Computer Uses in Education
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Clements, Douglas H.; And Others – Young Children, 1993
Reviews the research illustrating the wide-ranging benefits of open-ended computer programs such as LOGO. Considers the ways in which these programs develop young children's subject-matter knowledge and problem-solving and socioemotional competencies. (BB)
Descriptors: Age Differences, Computer Software, Computer Uses in Education, Cooperative Learning