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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Journal of Educational Data Mining, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Oflaz, Gülçin – Educational Policy Analysis and Strategic Research, 2023
If chosen carefully according to teaching purposes and incorporated into the curriculum, games can enhance teaching and learning. The use of didactic games while teaching maths can support students' motivation and performance during the lesson. Therefore, educational games should be preferred in maths classes as an alternative teaching method. In…
Descriptors: Educational Games, Preservice Teachers, Mathematics Teachers, Models
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Taiyasut, Phatchayaporn; Poonputta, Apantee – Journal of Education and Learning, 2022
The purposes of the research were 1) to compare the scores of 7th grade students from deductive learning activities management with games on the topic of "Single Variable Linear Equations" to the standardized criteria of 75%, 2) to compare the achievement of the 7th grade students before and after using the deductive learning activities…
Descriptors: Learning Activities, Educational Games, Mathematics Instruction, Mathematics Achievement
Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – Grantee Submission, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
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Jenny Yun-Chen Chan; Chloe Byrne; Janette Jerusal; Allison S. Liu; Justin Roberts; Erin Ottmar – British Journal of Educational Technology, 2023
Prior research has shown that game-based learning tools, such as DragonBox 12+, support algebraic understanding and that students' in-game progress positively predicts their later performance. Using data from 253 seventh-graders (12-13 years old) who played DragonBox as a part of technology intervention, we examined (a) the relations between…
Descriptors: Game Based Learning, Educational Games, Problem Solving, Mathematics Achievement
Jenny Yun-Chen Chan; Erin R. Ottmar; Hannah Smith; Avery H. Closser – Grantee Submission, 2022
To efficiently solve mathematical expressions and equations, students need to notice the systemic structure of mathematical expressions (e.g., inverse relation between 3 and 3 in 3 + 5 - 3). We examined how symbols--specifically variables versus numbers--and students' algebraic knowledge impacted seventh graders' problem-solving strategies and use…
Descriptors: Problem Solving, Algebra, Symbols (Mathematics), Knowledge Level
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Nurnberger-Haag, Julie; Wernet, Jamie L.; Benjamin, Judy I. – International Journal of Education in Mathematics, Science and Technology, 2023
Games are often used to foster student engagement and motivation to learn content, such as mathematics. Although digital games dominate game-based learning research, the table games commonly used in classrooms warrant investigation. Especially for mathematics learning, prior research has not taken into account content-specific frameworks. Integer…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Games, Learner Engagement
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Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
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Fiorella, Logan; Kuhlmann, Shelbi; Vogel-Walcutt, Jennifer J. – Journal of Educational Computing Research, 2019
This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest…
Descriptors: Mathematics Instruction, Middle School Students, Secondary School Mathematics, Teaching Methods
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Chiang, Feng-kuang; Qin, Lian – Interactive Learning Environments, 2018
This study examined the effects of students' construction of computer-based educational games, using Scratch, on their mathematical equation-solving performance and their attitudes towards learning mathematics with the assistance of technology. A one-group, pretest-posttest quasi-experimental study design, was adopted. A total of 89 seventh grade…
Descriptors: Pilot Projects, Foreign Countries, Grade 7, Educational Games
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Taylor, Merilyn; Hawera, Ngarewa – Australian Primary Mathematics Classroom, 2016
Rich learning tasks embedded within a familiar context allow students to work like mathematicians while making sense of the mathematics. This article demonstrates how 11-12 year-old students were able to employ all of the proficiency strands while demonstrating a deep understanding of some of the "big ideas" of probabilistic thinking.
Descriptors: Probability, Educational Games, Mathematics, Mathematics Education
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Mangram, Charmaine; Solis Metz, Maria Theresa – School Community Journal, 2018
Although the Common Core State Standards call on parents to support professional educators' efforts for improving student academic achievement, we have yet to examine how to best support parents in achieving this goal. The present study addresses this need by examining a five-month mathematics intervention which aimed to increase awareness of the…
Descriptors: Mathematics Instruction, Intervention, Common Core State Standards, Parent Participation
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Zorin, Barbara; Carver, David, Jr. – Mathematics Teaching in the Middle School, 2015
In grade 6, students should be able to "perform arithmetic operations, including those involving whole-number exponents, in the conventional order when there are no parentheses to specify a particular order" (p. 44). In grades 7 and 8, the rules of order of operations are used to simplify progressively complicated expressions and in…
Descriptors: Mathematics Instruction, Secondary School Mathematics, Middle School Students, Grade 6
Tong, Cherng Luen; Leong, Yew Hoong; Quek, Khiok Seng – Mathematics Education Research Group of Australasia, 2013
A common area of difficulty and frustration for low achieving students is the operations involving negative numbers. The main objective of our innovations in this area with two classes of Year 7 low achieving students was to develop positive feelings towards mathematics, in particular of an appreciation for the "reasonableness" and clear…
Descriptors: Low Achievement, Mathematics Instruction, Grade 7, Foreign Countries
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