Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Mathematics Education | 5 |
| Problem Solving | 5 |
| Mathematical Concepts | 4 |
| Educational Games | 2 |
| Instructional Design | 2 |
| Learner Engagement | 2 |
| Self Efficacy | 2 |
| COVID-19 | 1 |
| Camps | 1 |
| Classroom Techniques | 1 |
| Cognitive Processes | 1 |
| More ▼ | |
Source
| Educational Technology… | 5 |
Author
| Corey Clark | 1 |
| DiGiano, Chris | 1 |
| Elizabeth L. Adams | 1 |
| Eric C. Larson | 1 |
| Erica Volta | 1 |
| Gualtiero Volpe | 1 |
| Gwo-Jen Hwang | 1 |
| Hoadley, Christopher | 1 |
| Hollebrands, Karen | 1 |
| Hui-Chun Chu | 1 |
| Kai-Hsiang Yang | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 4 |
| Reports - Descriptive | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kai-Hsiang Yang; Hui-Chun Chu; Gwo-Jen Hwang; Tzu-Jung Liu – Educational Technology Research and Development, 2025
Digital game-based learning (DGBL) has emerged as an effective strategy to enhance students' learning effectiveness. Concept mapping, recognized as a valuable tool for knowledge construction, has been widely implemented in educational settings. However, research indicates challenges when integrating concept maps into games, particularly when the…
Descriptors: Concept Mapping, Computer Games, Educational Games, Mathematics Education
Walter Setti; Rebecca Tarello; Erica Volta; Lucia Ferlino; Monica Gori; Gualtiero Volpe – Educational Technology Research and Development, 2025
The COVID-19 pandemic has accelerated digitization, access to IT resources, and digital inclusion in the Italian school system. This paper presents D-UDA (i.e., "unità didattica di apprendimento digitale", in Italian), a digital didactic unit for learning mathematics concepts. The presented approach combines teaching methodologies and…
Descriptors: Electronic Learning, Educational Games, Problem Solving, Multisensory Learning
Yanjun Pan; Elizabeth L. Adams; Leanne R. Ketterlin-Geller; Eric C. Larson; Corey Clark – Educational Technology Research and Development, 2024
Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their…
Descriptors: Middle School Students, Game Based Learning, Mathematics Education, Computation
Valentine, Keri D.; Kopcha, Theodore J. – Educational Technology Research and Development, 2016
This paper presents a design framework for cases as alternative perspectives (Jonassen in Learning to solve problems: a handbook for designing problem-solving learning environments, 2011a) in the context of K-12 mathematics. Using the design-based research strategy of conjecture mapping, the design of cases for a hypermedia site is described…
Descriptors: Mathematics, Hypermedia, Educational Environment, Problem Solving
Underwood, Jody S.; Hoadley, Christopher; Lee, Hollylynne Stohl; Hollebrands, Karen; DiGiano, Chris; Renninger, K. Ann – Educational Technology Research and Development, 2005
The Internet is increasingly being used as a medium for educational software in the form of miniature applications (e.g., applets) to explore concepts in a domain. One such effort in mathematics education, the Educational Software Components of Tomorrow (ESCOT) project, created 42 miniature applications each consisting of a context, a set of…
Descriptors: Educational Technology, Mathematics Education, Computer Software, Mathematical Concepts

Peer reviewed
Direct link
