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Showing 1 to 15 of 46 results Save | Export
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
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Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Journal of Research on Educational Effectiveness, 2024
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions: From…
Descriptors: Cost Effectiveness, Mathematics Achievement, Efficiency, COVID-19
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Jenny Yun-Chen Chan; Erin R. Ottmar; Ji-Eun Lee – Grantee Submission, 2022
We examined the influences of pre-solving pause time, algebraic knowledge, mathematics self-efficacy, and mathematics anxiety on middle-schoolers' strategy efficiency in an algebra learning game. We measured strategy efficiency using (a) the number of steps taken to complete a problem; (b) the proportion of problems completed on the initial…
Descriptors: Problem Solving, Algebra, Self Efficacy, Mathematics Anxiety
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Albano, Giovannina; Coppola, Cristina; Fiorentino, Giuseppe – International Journal for Technology in Mathematics Education, 2021
In this paper we analyse the role of the teacher in a Digital interactive Storytelling in Mathematics (DiST-M) activity. involved in the story as a character (the Guru, a math expert), the teacher acts as a mediator in students' problem-solving process. We analyse how the teacher may orchestrate the mathematical discussions to allow students…
Descriptors: Teacher Role, Mathematics Instruction, Story Telling, Problem Solving
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Ehret, Christian; Ciklovan, Luka – Discourse: Studies in the Cultural Politics of Education, 2020
This article reports on a speculative design experiment, wherein the authors produced a critical remix video as intervention into the spread of toxic technocultural discourse on Twitch.tv (Twitch), an online platform in which content creators stream live content alongside a live chat audience. It focuses on the authors' development of a…
Descriptors: Educational Research, Research Methodology, Discourse Analysis, Video Technology
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Ilten-Gee, Robyn; Hilliard, Lacey J. – Journal of Moral Education, 2021
This mixed-methods study is an exploration of fifth and sixth grade students' interactions with an online game called "Quandary," a comic-book-esque game aimed at stimulating ethical decision-making. Building on the domain-based moral education framework, researchers designed and implemented a short-term intervention in three classrooms…
Descriptors: Moral Values, Moral Development, Thinking Skills, Values Education
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Liang, Yuan; Zhang, Lijin; Long, Yang; Deng, Qian; Liu, Yujuan – Early Education and Development, 2020
Research Findings: Low-socioeconomic status (SES) (intervention group, n = 31; control group, n = 32) and middle/high-SES (reference group, n = 33) 5-year-old Chinese kindergartners were screened through SES and IQ test. Their number sense was examined over five time points. The pretest was conducted at the beginning of the fall semester, followed…
Descriptors: Response to Intervention, Mathematics Instruction, Play, Low Income Students
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Jong, Morris Siu-yung – British Journal of Educational Technology, 2019
Gamified Authentic Mobile Enquiry in Society (GAMES) is a GPS-supported mobile application for gamifying social enquiry learning in outdoor environments. Teachers are always the "educational innovation gatekeepers" in schools. This paper reports on a 3-year study in which the Stages of Concern model was employed as a quantitative…
Descriptors: Teaching Methods, Geographic Information Systems, Telecommunications, Handheld Devices
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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Bajwa, Neet Priya; Perry, Michelle – Mathematical Thinking and Learning: An International Journal, 2021
Elementary school students struggle in interpreting the equal sign as a symbol denoting equivalence. Although many have advocated using a pan-balance scale to help students develop this understanding, less is known about what features associated with this model support learning. To attempt to control and examine these features, the investigators…
Descriptors: Mathematics Skills, Mathematics Instruction, Elementary School Students, Concept Formation
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Arnab, Sylvester; Clarke, Samantha – British Journal of Educational Technology, 2017
The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of…
Descriptors: Interdisciplinary Approach, Guidelines, Sex Education, Intervention
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Rodríguez-Aflecht, G.; Jaakkola, T.; Pongsakdi, N.; Hannula-Sormunen, M.; Brezovszky, B.; Lehtinen, E. – Journal of Computer Assisted Learning, 2018
The present study focused on 212 fifth graders' situational interest trajectories during an intervention with a digital mathematics game called Number Navigation. Our aims were to explore the development of situational interest whilst playing the game and to investigate the relationship between situational interest and individual math interest.…
Descriptors: Computer Games, Mathematics Instruction, Intervention, Teaching Methods
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Jong, Morris S. Y. – British Journal of Educational Technology, 2016
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…
Descriptors: Constructivism (Learning), Computer Games, Computer Simulation, Teaching Methods
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Schneider, Joachim; Schaal, Steffen – Environmental Education Research, 2018
Geogames are complex location-based games for smartphones and they are part of a critical discussion within the community of environmental education. The aim of the study is to asses if smartphone games are suitable to foster connectedness to nature and if there are differences between a complex Geogame and a less-demanding treasure hunt. For this…
Descriptors: Telecommunications, Handheld Devices, Environmental Education, Computer Games
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