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1. Mindfulness in a digital math learning game: Insights from two randomized controlled trials.

2. Blended learning in rural K‐12 education: Stakeholder dynamics and recommendations.

3. Benefits of a targeted rehabilitation of number transcoding in secondary acalculia: A single‐case experimental design.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

21. 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.

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

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

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

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

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

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

28. Process assessment in dynamic testing using electronic tangibles.

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

30. Modelling children's inhibitory skills using learning data from an educational app.

31. Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games.

32. Effectiveness of Active Learning that Combines Physical Activity and Math in Schoolchildren: A Systematic Review.

33. The Development of Size Sequencing Skills: An Empirical and Computational Analysis.

34. The development of a South African Early Learning Outcomes Measure: A South African instrument for measuring early learning program outcomes.

35. Investigating the relationship between two home numeracy measures: A questionnaire and observations during Lego building and book reading.

36. Intuitive or idiomatic: An interdisciplinary study of child-tablet computer interaction.

37. Training counting skills and working memory in preschool.

38. Orchestrating the XO computer with digital and conventional resources to teach mathematics.

39. HOMEWORK MANAGEMENT SCALE: CONFIRMING THE FACTOR STRUCTURE WITH MIDDLE SCHOOL STUDENTS IN CHINA.

40. Interactive whiteboard and virtual learning environment combined: effects on mathematics education.