Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 11 |
Descriptor
Source
| Educational Technology… | 15 |
Author
| Ke, Fengfeng | 2 |
| Ku, Heng-Yu | 2 |
| Ottmar, Erin | 2 |
| Sullivan, Howard J. | 2 |
| Almeida, Ana Margarida | 1 |
| Barnes, Jacqueline | 1 |
| Botelho, Anthony | 1 |
| Bottge, Brian A. | 1 |
| Braith, Lindsay | 1 |
| Breda, Ana | 1 |
| Chan, Jenny Yun-Chen | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 14 |
| Reports - Research | 13 |
| Reports - Evaluative | 3 |
Education Level
Audience
Location
| Taiwan | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
Wang, Jue; Zhang, Yi; Hung, Cheng-Yu; Wang, Qiyun; Zheng, Ying – Educational Technology Research and Development, 2022
Existing computational thinking (CT) research focuses on programming in K-12 education; however, there are challenges in introducing it into the formal disciplines. Therefore, we propose the introduction of non-programming plugged learning in mathematics to develop students' CT. The research and teaching teams collaborated to develop an…
Descriptors: Thinking Skills, Computation, Mathematics Instruction, Elementary School Students
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Hulse, Taylyn; Daigle, Maria; Manzo, Daniel; Braith, Lindsay; Harrison, Avery; Ottmar, Erin – Educational Technology Research and Development, 2019
This paper examines whether using "From Here to There!" (FH2T:E), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding. We use student log files within FH2T to explore the possible benefits of student behaviors and gamification on learning gains. Using in app measures of student…
Descriptors: Mathematics Instruction, Educational Technology, Technology Uses in Education, Algebra
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
Gresalfi, Melissa Sommerfeld; Barnes, Jacqueline – Educational Technology Research and Development, 2016
This paper draws from and contributes to two bodies of research: how particular elements of game design support learning; and how particular characteristics of feedback impact student engagement. This paper reports findings from two rounds of a design-based research project that focuses on better understanding how feedback is integrated into, and…
Descriptors: Feedback (Response), Video Games, Learner Engagement, Mathematics
Ke, Fengfeng – Educational Technology Research and Development, 2019
This mixed methods study is aimed to examine the feasibility of integrating mathematical problem solving with architectural design via a 3D epistemic simulation game to promote active mathematics learning for middle-school students. The experimental-control pretest/posttest group design was adopted to examine whether the experience of interacting…
Descriptors: Educational Games, Computer Games, Computer Simulation, Game Based Learning
Santos, Maria Isabel; Breda, Ana; Almeida, Ana Margarida – Educational Technology Research and Development, 2017
Learning environment on mathematics for autistic children is a prototype of a digital environment with dynamic adaptation features designed to offer activities towards the development of mathematical reasoning in children aged 6-12 years, diagnosed with autism spectrum disorders (ASD), a neurodevelopmental disorder characterized by deficits in…
Descriptors: Autism, Pervasive Developmental Disorders, Mathematics Instruction, Learning Activities
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
Gogus, Aytac – Educational Technology Research and Development, 2013
Cognitive scientists investigate mental models (how humans organize and structure knowledge in their minds) so as to understand human understanding of and interactions with the world. Cognitive and mental model research is concerned with internal conceptual systems that are not easily or directly observable. The goal of this research was to…
Descriptors: Computer Assisted Testing, Computer Software Evaluation, College Students, Comparative Analysis
Bottge, Brian A.; Rueda, Enrique; Kwon, Jung Min; Grant, Timothy; LaRoque, Perry – Educational Technology Research and Development, 2009
The purpose of this randomized experiment was to compare the performance of high-, average-, and low-achieving middle school students who were assessed with parallel versions of a computer-based test (CBT) or a paper-pencil test (PPT). Tests delivered in interactive, immersive environments like the CBT may have the advantage of providing teachers…
Descriptors: Teaching Methods, Problem Solving, Middle School Students, Mathematics Instruction
Peer reviewedKu, Heng-Yu; Sullivan, Howard J. – Educational Technology Research and Development, 2000
Investigates the effects of group personalization of instruction on the mathematics achievement and attitudes of 72 fifth-grade Taiwanese students. Personalization was accomplished by incorporating personal information and preferences provided by students into their mathematics word problems. Students were blocked by ability level, then randomly…
Descriptors: Academic Achievement, Foreign Countries, Grade 5, Individual Characteristics
Peer reviewedVan Eck, Richard; Dempsey, Jack – Educational Technology Research and Development, 2002
This study examined the effect of video-based contextualized advisement and competition on transfer of mathematics skills in a computer-based simulation game in which participants helped their "aunt and uncle" fix up a house. Participants were 123 seventh- and eighth-grade students. Results indicated an interaction between competition…
Descriptors: Competition, Computer Assisted Instruction, Computer Simulation, Grade 7
Peer reviewedChoi, Jeong-Im; Hannafin, Michael – Educational Technology Research and Development, 1997
The focus of this study was on the effects of relevance in instructional context and reasoning complexity on mathematics problem solving achievement, transfer, and attitude for fifth graders. Results suggest that rich mathematical instructional contexts best support mathematics problem-solving, but simple, decontextualized instruction yields the…
Descriptors: Academic Achievement, Context Effect, Elementary School Mathematics, Grade 5
Peer reviewedKu, Heng-Yu; Sullivan, Howard J. – Educational Technology Research and Development, 2002
Investigates the effects of personalized instruction on achievement and attitudes of Taiwanese elementary students on two-step mathematics and word problems. Students initially completed a survey on which they choice their favorite foods, sports, stores, classmates, and other selections. The most popular items were then used to create personalized…
Descriptors: Academic Achievement, Elementary Education, Foreign Countries, Individualized Instruction

Direct link
