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1. Mathematical experience in game‐based problem‐solving.

2. Enacting control with student dashboards: The role of motivation.

3. Digital re‐attributional feedback in high school mathematics education and its effect on motivation and achievement.

4. Targeting fraction misconceptions and reducing high confidence errors in an online tutor.

5. Effective instruction conditions for educational robotics to develop programming ability of K‐12 students: A meta‐analysis.

6. Impact of a game‐based intervention on fraction learning for fifth‐grade students: A pre‐registered randomized controlled study.

7. Does question order matter on online math assessments? A big data analysis of undergraduate mathematics final exams.

8. The relationship between individual characteristics and practice behaviour within an adaptive arithmetic learning program.

9. Lesson learned from the pandemic for learning physics.

10. The effect of GeoGebra software–supported mathematics instruction on eighth‐grade students' conceptual understanding and retention.

11. An empirical investigation into student's mathematical word‐based problem‐solving process: A computerized approach.

12. Virtual Algebra Tiles: A pedagogical tool to teach and learn algebra through geometry.

13. The relationship between Algebra Nation usage and high‐stakes test performance for struggling students.

14. Effects of game‐based learning on students' mathematics achievement: A meta‐analysis.

15. Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead.

16. Students' mathematics word problem-solving achievement in a computer-based story.

17. Intelligent tutorial system based on personalized system of instruction to teach or remind mathematical concepts.

18. Computer-assisted teaching and mathematical learning in Down Syndrome children.

19. The effectiveness of a computer-assisted math learning program.

20. Sowing the seeds of algebraic generalization: designing epistemic affordances for an intelligent microworld.

21. One Mouse per Child: interpersonal computer for individual arithmetic practice.

22. Exploring the mathematics of motion through construction and collaboration.

23. An approach to learning mathematics through knowledge engineering.

24. A virtual reality application for geometry classes.

25. Linking procedural and conceptual mathematical knowledge through CAL.