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14 results

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

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

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

4. Which blueberries are better value? The development and validation of the functional numeracy assessment for adults with aphasia.

5. Analysis of time-to-event for observational studies: Guidance to the use of intensity models.

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

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

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

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

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

11. 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.

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

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

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