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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
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
Norum, Reilly; Lee, Ji-Eun; Ottmar, Erin – Grantee Submission, 2022
This preliminary study examined whether distinct student profiles (N = 760) emerged based on their behavioral patterns in an online algebraic learning game. We applied k-means clustering analysis to clickstream data collected in the game and then examined how students' behavioral patterns varied across the clusters using data visualization. The…
Descriptors: Computer Games, Game Based Learning, Student Characteristics, Visual Aids
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
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
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
Marange, Tichaona; Adendorff, Stanley A. – Pythagoras, 2021
This study explores how online mathematics games contribute to Grade 8 learners' understanding of basic principles and more sophisticated aspects of algebra. This project documents the trajectory of a purposive sample of 30 Grade 8 learners doing mathematics and one mathematics educator. The study is premised on the argument that learners with the…
Descriptors: Mathematics, Educational Games, Grade 8, Algebra

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