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Chiu, Fu-Yuan; Hsieh, Mei-Ling – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed a set of Role-playing game (RPG), which was used to explore whether significant differences exist in academic performance and learning attitudes between RPG-based assessment and traditional lectures. This study also investigated the satisfaction of students toward the RPG scenario. Research participants included 100 second…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Grade 2
Redcay, Jessica D.; Preston, Sean M. – Interactive Technology and Smart Education, 2016
Purpose: This study aims to examine the differences in second grade students' reading fluency and comprehension scores when using varying levels of teacher-guided iPadĀ® app instruction to determine effective reading practices. Design/methodology/approach: This study reports the results of the quasi-experimental pre-post study by providing…
Descriptors: Grade 2, Elementary School Students, Reading Fluency, Reading Comprehension
Lee, Lay Wah – Computer Assisted Language Learning, 2016
With the advent of touch-screen interfaces on the tablet computer, multisensory elements in reading instruction have taken on a new dimension. This computer assisted language learning research aimed to determine whether specific technology features of a tablet computer can add to the functionality of multisensory instruction in early reading…
Descriptors: Elementary School Students, Grade 2, Teaching Methods, Learning Modalities
Cohen, Miriam – ProQuest LLC, 2012
The outcome of American students' performances during international comparisons consistently scoring inadequately in mathematics exposes the crisis of deficient mathematics achievement thus causing deep concerns. Learners who acquire a strong theoretical foundation in mathematics at the primary level thrived later in more advanced level…
Descriptors: Elementary School Mathematics, Computer Assisted Instruction, Educational Technology, Mathematics Achievement
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot – British Journal of Educational Technology, 2012
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Descriptors: Ethnicity, Academic Achievement, Statistical Analysis, Grade 2
Lee, Chung-ping; Shen, Chung-wei; Lee, Doris – Learning, Media and Technology, 2008
In Taiwan, lectures are commonly used for younger students to learn their own language, which is traditional Chinese. Passively listening to lectures has led to this group of students making such mistakes as forgetting strokes and word meanings, combining phrases to create incomprehensible blurs of information, and switching radicals with phonetic…
Descriptors: Foreign Countries, Chinese, Grade 2, Multimedia Instruction