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Xia, Xiaona – Interactive Learning Environments, 2023
The interactive learning is a continuous process, which is full of a large number of learning interaction activities. The data generated between learners and learning interaction activities can reflect the online learning behaviors. Through the correlation analysis among learning interaction activities, this paper discusses the potential…
Descriptors: Behavior Patterns, Learning Analytics, Decision Making, Correlation
Reiser, Elana – Mathematics Teacher: Learning and Teaching PK-12, 2021
The two most popular decision-making processes are tossing a coin and playing rock, paper, scissors. In the activity described in this article, students find the theoretical probabilities of winning a coin toss and a round of the rock, paper, scissors game. They next devise strategies to win and test them out. Students then compare the theoretical…
Descriptors: Probability, Mathematics Instruction, Decision Making, Learning Activities
Zorzos, Michail; Avgerinos, Eugenios – Research in Social Sciences and Technology, 2022
Data analysis is one of the most popular fields of mathematics and includes statistics and probability. These two mathematical domains are some of the most well-known, influencing everyday life and the various sciences. Their teaching lays the foundation for primary education and culminates in secondary education. Probability and statistics are…
Descriptors: Cross Cultural Studies, Interdisciplinary Approach, Foreign Countries, Elementary School Students
Batista, Rita; Borba, Rute; Henriques, Ana – Statistics Education Research Journal, 2022
This study aims to analyse the reasoning that children and adults with the same school level use to assess and justify the fairness of games, considering aspects of probability such as randomness, sample space, and comparison of probabilities. Data collection included a Piagetian clinical interview based on games of chance. The results showed that…
Descriptors: Probability, Statistics Education, Intervention, Thinking Skills
Poondej, Chanut; Lerdpornkulrat, Thanita – Australian Educational Computing, 2016
In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasi-experimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Learning Activities
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers