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Alcoholado, Cristián; Diaz, Anita; Tagle, Arturo; Nussbaum, Miguel; Infante, Cristián – British Journal of Educational Technology, 2016
This study aims to understand the differences in student learning outcomes and classroom behaviour when using the interpersonal computer, personal computer and pen-and-paper to solve arithmetic exercises. In this multi-session experiment, third grade students working on arithmetic exercises from various curricular units were divided into three…
Descriptors: Computer Uses in Education, Handwriting, Problem Solving, Arithmetic
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Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro – International Journal of Game-Based Learning, 2014
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
Descriptors: Educational Games, Academic Achievement, Learner Engagement, Learning Motivation
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Prahmana, Rully Charitas Indra; Zulkardi; Hartono, Yusuf – Indonesian Mathematical Society Journal on Mathematics Education, 2012
Several previous researches showed that students had difficulty in understanding the basic concept of multiplication. Students are more likely to be introduced by using formula without involving the concept itself. This underlies the researcher to design a learning trajectory of learning multiplication using Permainan Tradisional Tepuk Bergambar…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Grade 3