Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Author
Adam Sales | 1 |
Alison Liu | 1 |
Chiou, Guey-Fa | 1 |
Dennis Ward | 1 |
Erin Ottmar | 1 |
Kim, Young Rae | 1 |
Kirk Vanacore | 1 |
Park, Mi Sun | 1 |
Sun-Lin, Hong-Zheng | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Dissertations/Theses -… | 1 |
Reports - General | 1 |
Education Level
Elementary Education | 2 |
Higher Education | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Postsecondary Education | 2 |
Secondary Education | 2 |
Grade 6 | 1 |
Grade 7 | 1 |
Intermediate Grades | 1 |
Audience
Location
Florida | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Dennis Ward – ProQuest LLC, 2022
The purpose of this study was to design, develop, and test the effects of digital game-based learning on undergraduate students' learning motivation, mathematics achievement, and learning retention in a college algebra course. Digital games utilize interactive digital media that offer rules-based challenges and react to the individual's choices.…
Descriptors: Computer Games, Game Based Learning, College Mathematics, Algebra
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra
Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games