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Showing 1 to 15 of 22 results Save | Export
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Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
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Hwa, Siew Pei – Educational Technology & Society, 2018
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Holly Yvonne Freeman Pope – ProQuest LLC, 2017
This dissertation examines the digital game-based learning experiences of historically underserved students in their elementary mathematics classes. Using the Digital Math Game-Based Experience Framework, I describe their experience in terms of the mathematical proficiency gains, cultural models of high functioning digital math game players, and…
Descriptors: Game Based Learning, Video Games, Educational Technology, Elementary School Students
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Övez, Filiz Tuba Dikkartin; Kiyici, Ozan Deniz – World Journal of Education, 2018
The aim of this study is to determine the opinions of 6th grade students towards teaching applications developed on the basis of Planning-Practicing-Evaluation model which is an ICT integration model for effective mathematics teaching. While teaching process was designed, Moodle which is a learning management system was used in order to use…
Descriptors: Grade 6, Student Attitudes, Educational Technology, Technology Uses in Education
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Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
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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
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O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
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Goehle, Geoff – PRIMUS, 2013
In this paper we demonstrate how video game mechanics can be used to help improve student engagement with online mathematics homework. Specifically, we integrate two common video game systems, levels and achievements, with the online homework program "WeBWorK." We describe the key features of the implementation of these systems and…
Descriptors: College Mathematics, Mathematics Instruction, Video Games, Homework
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Inan, Mehmet; Dervent, Fatih; Özden, Bülent; Arslantas, Bülent – World Journal of Education, 2015
The purpose of this study was to examine students' responses to the digital and the active version of Angry Birds™ according to students' mathematics grades. The relational screening model was used to reveal the relationship between the students' responses and their math grades. The participants were 26 elementary and secondary school students…
Descriptors: Elementary School Students, Secondary School Students, Student Attitudes, Mathematics Instruction
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Thomas, Troy A.; Wiest, Lynda R. – Australian Primary Mathematics Classroom, 2013
Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…
Descriptors: Video Games, Statistics, Statistical Analysis, Mathematics Instruction
Bittick, Sarah Joy; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
The use of a narrative in educational contexts has been found to increase learners' experience of flow or absorption in a task. This increased experience of flow can in turn result in increased retention and learning outcomes. However, narrative can also be polarizing particularly in the male-dominated realm of video game play due to gender…
Descriptors: Educational Games, Females, Student Experience, Gender Differences
Gelman, Adam – ProQuest LLC, 2010
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…
Descriptors: Student Attitudes, Video Games, Grade 7, Mathematics Achievement
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Cui, Suxia; Wang, Younhui; Yang, Yonggao; Nave, Felecia M.; Harris, Kendall T. – American Journal of Engineering Education, 2011
Engineering programs suffer a high attrition rate, which causes the nation to graduate much less engineers. A survey of the literature reveals that the high attrition rate is due mainly to the fact that the first year of an engineering program is all fundamental theory and students don't see the connection to their future engineering careers. To…
Descriptors: Engineering Education, Academic Persistence, Surveys, Dropouts
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