Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 14 |
| Since 2017 (last 10 years) | 19 |
| Since 2007 (last 20 years) | 19 |
Descriptor
Source
Author
| Erin Ottmar | 6 |
| Jenny Yun-Chen Chan | 6 |
| Ji-Eun Lee | 6 |
| Vy Ngo | 3 |
| Adam Sales | 2 |
| Allison Liu | 2 |
| Allison S. Liu | 2 |
| Aravind Stalin | 2 |
| Caroline Byrd Hornburg | 2 |
| Cindy Trac | 2 |
| Craig A. Mason | 2 |
| More ▼ | |
Publication Type
| Journal Articles | 19 |
| Reports - Research | 17 |
| Reports - Descriptive | 1 |
| Reports - Evaluative | 1 |
Education Level
| Elementary Education | 12 |
| Middle Schools | 12 |
| Secondary Education | 12 |
| Junior High Schools | 11 |
| Grade 7 | 7 |
| Intermediate Grades | 5 |
| Grade 6 | 3 |
| Grade 4 | 2 |
| Grade 5 | 1 |
| Grade 8 | 1 |
| High Schools | 1 |
| More ▼ | |
Audience
| Teachers | 1 |
Location
| Indonesia | 1 |
| Qatar | 1 |
| South Africa (Cape Town) | 1 |
| Sweden | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 1 |
| Meets WWC Standards with or without Reservations | 1 |
Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning
Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Grantee Submission, 2022
This study investigated the effects of (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Ji-Eun Lee; Caroline Byrd Hornburg; Jenny Yun-Chen Chan; Erin Ottmar – Journal of Numerical Cognition, 2022
This study investigated the effects of: (1) proximal grouping of numbers; (2) problem-solving goals to make 100; and (3) prior knowledge on students' initial solution strategies in an interactive online mathematics game. In this game, students transformed an initial expression into a perceptually different but mathematically equivalent goal state.…
Descriptors: Problem Solving, Electronic Learning, Mathematics Activities, Game Based Learning
Emily K. Bufmack; Heidy J. Luis-Fuentes; Kayla M. Rivera; Isabelle J. White; Tutita M. Casa – Mathematics Teacher: Learning and Teaching PK-12, 2025
This article describes how the authors developed the activity Speaqual to enable their students to "speak" about the "equal" sign and foster communication of their reasoning. The article explains how to play Speaqual and how the students were thoroughly engaged in a friendly competition, centralizing algebraic concepts and…
Descriptors: Mathematics Education, Game Based Learning, Educational Games, Mathematical Concepts
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – Grantee Submission, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Lauren E. Decker-Woodrow; Craig A. Mason; Ji-Eun Lee; Jenny Yun-Chen Chan; Adam Sales; Allison Liu; Shihfen Tu – AERA Open, 2023
The current study investigated the effectiveness of three distinct educational technologies--two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students' algebraic knowledge.…
Descriptors: Educational Technology, Algebra, COVID-19, Pandemics
Matheus A. Cezarotto; Pamela N. Martinez; Ruth Constansa Torres Castillo; Theodore Stanford; Christopher Engledowl; Germain Degardin; Barbara Chamberlin – International Journal of Game-Based Learning, 2024
Mathematical learning has an important role and is often prioritized in education. In K-16 education, algebra is one of the most vital mathematical content domains: it represents one of the top barriers for students pursuing a postsecondary education. Game-based learning has been effective in fostering classroom math learning environments that are…
Descriptors: Algebra, Game Based Learning, Mathematics Instruction, Elementary School Mathematics
Chan, Jenny Yun-Chen; Lee, Ji-Eun; Mason, Craig A.; Sawrey, Katharine; Ottmar, Erin – Journal of Educational Psychology, 2022
Understanding equivalence is fundamental to STEM disciplines, yet misunderstandings and misconceptions inhibit students from fully appreciating or leveraging the concept. Using the game-based algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among…
Descriptors: Middle School Students, Algebra, Game Based Learning, Middle School Mathematics
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Journal of Interactive Learning Research, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Bråting, Kajsa; Kilhamn, Cecilia – Mathematical Thinking and Learning: An International Journal, 2021
This article investigates how the recent implementation of programming in school mathematics interacts with algebraic thinking and learning. Based on Duval's theory of semiotic representations, we analyze in what ways syntax and semantics of programming languages are aligned with or divert from corresponding algebraic symbolism. Three examples of…
Descriptors: Algebra, Computation, Thinking Skills, Semiotics
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Journal of Computer Assisted Learning, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Teaching Methods, Game Based Learning, Middle School Students, Algebra
The Characterization and Evolution of Strategies about Vector Equations in the Game "Vector Unknown"
Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
