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53 results

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

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

3. Improving short‐term academic performance in the flipped classroom using dynamic geometry software.

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

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

6. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

7. How does the modern home environment impact children's mathematics knowledge? Evidence from Canadian elementary children's digital home numeracy practice (DHNP).

8. Leveraging natural language processing to support automated assessment and feedback for student open responses in mathematics.

9. Measuring self‐regulated learning in a junior high school mathematics classroom: Combining aptitude and event measures in digital learning materials.

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

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

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

13. Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game‐based technologies.

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

15. Improving mathematics assessment readability: Do large language models help?

16. Patterns of reading behaviour in digital hypertext environments.

17. Lesson learned from the pandemic for learning physics.

18. Predicting fraction and algebra achievements online: A large‐scale longitudinal study using data from an online learning environment.

19. The transfer effects of computational thinking: A systematic review with meta‐analysis and qualitative synthesis.

20. Looking through Sherlock's eyes: Effects of eye movement modelling examples with and without verbal explanations on deductive reasoning.

21. Emotional and cognitive effects of learning with computer simulations and computer videogames.

22. Homogeneous and heterogeneous multiple representations in equation‐solving problems: An eye‐tracking study.

23. Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study.

24. Supporting primary students' learning of fraction conceptual knowledge through digital games.

25. A review of the meta‐analysis by Tingir and colleagues (2017) on the effects of mobile devices on learning.

26. Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12.

27. A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms.

28. Improving mobile learning in secondary mathematics and science: Listening to students.

29. A novel method to monitoring changes in cognitive load in video‐based learning.

30. Smart mechanisms and their influence on geometry learning of elementary school students in authentic contexts.

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

32. Unpacking the black‐box of students' visual attention in Mathematics and English classrooms: Empirical evidence using mini‐video recording gadgets.

33. Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion.

34. Effects on learning of time spent by university students attending lectures and/or watching online videos.

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

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

37. Beyond jam sandwiches and cups of tea: An exploration of primary pupils' algorithm‐evaluation strategies.

38. Connecting the dots: Understanding the interrelated impacts of type, quality and children's awareness of design features and the mathematics content learning goals in digital math games and related learning outcomes.

39. Error detection through mouse movement in an online adaptive learning environment.

40. Developing a flipped learning approach to support student engagement: A design‐based research of secondary school mathematics teaching.

41. Implementing flipped learning approach based on 'first principles of instruction' in mathematics courses.

42. Assessing students' conceptual understanding using an online three‐tier diagnostic test.

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

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

45. The format of problem representation for in‐game learning supports.

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

47. Process assessment in dynamic testing using electronic tangibles.

48. The effect of netbook ownership on children's academic achievement in mathematics, reading, and writing.

49. Can educational robotics introduce young children to robotics and how can we measure it?

50. Entering Aladdin's cave: Developing an app for children with Down syndrome.