Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Samur, Yavuz | 3 |
Chang, Mido | 2 |
Evans, Michael A. | 2 |
Kim, Sunha | 2 |
Norton, Anderson | 2 |
Deater-Deckard, Kirby | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Education | 3 |
Intermediate Grades | 2 |
Middle Schools | 2 |
Early Childhood Education | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Junior High Schools | 1 |
Kindergarten | 1 |
Primary Education | 1 |
More ▼ |
Audience
Location
Virginia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Samur, Yavuz – Journal of Computer Assisted Learning, 2019
Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game,…
Descriptors: Teaching Methods, Kindergarten, Telecommunications, Handheld Devices
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz – Education and Information Technologies, 2016
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Samur, Yavuz – Educational Media International, 2015
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned…
Descriptors: Educational Games, Mathematics Skills, Middle School Students, Grade 6