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This paper presents results of an exploratory study that examined the effects of different types of correctness feedback on children's actual and perceived performance with a math app. In the study, forty-flve grade-2 students solved easy, moderate, and hard drill questions with a math app augmented with textual, icon, and emoticon correctness feedback. Results suggested that, for the most part, neither...
Several studies have shown the use of digital games in education and their contributions to the teaching-learning process. However, many of these educational games do not have mechanisms to monitor the learner's performance and/or to reconfigure the game to new situations. This article aims to present a digital game environment for support teaching mathematics, integrated with a management tool that...
Music is filled with mathematical relations. When creating music, the composer must keep in mind the rhythm, the notes, and how well they ring with each other. Our aim was to design an application that teaches these relationships and allows users to compose their own songs using numbers. Our work follows the design science research method, and we have co-designed the application together with elementary...
In this study, we use a new proposed teaching framework to develop the Hamiltonian circuit learning games for the 7–9 grade high-school students. The framework is for enhancing learners' activities with learning reflxiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The...
The purpose of this research is to present a math education game as an alternative teaching method for students studying mathematics. The game is set to be released on personal computers (PC). The art of the game is set as 2D cartoon art. There will be 4 teaching methods that will help students learn mathematics in the game in the form of mini games. Each of these methods is the result of a previous...
The use of badges in educational contexts its starting to gain popularity. However many studies do not offer an extensive analysis of the results regarding the use of badges after the educational experiment is finished. In this work we offer an evaluation of the results of three courses (physics, chemistry and mathematics) that we have conducted using Khan Academy with a wide badge system and 291...
Digital games have become part of childhood and adolescence. The debate has moved from should teenagers play digital games to how to gain benefits from this gameplay. Researchers predict that technology-enhanced learning will increase with educational computer games (serious games) playing an important role. Although serious games are often built on established educational theories, they can also...
This paper treats PhD. thesis results about pedagogical implications of using digital games and social networks in mobile devices on the Bring Your Own Device perspective for mathematics learning at a state elementary school. This work has shaped by Feuerstein beliefs about learning and whose theories ground her practices. This work used dialogical process to influence students and teachers in learning...
In this research is given a study about the use of interactive media, basic statistics interactive quiz, in support learning for Indonesian Student. The developed interactive media is a Computer-Assisted Interaction in the form of quiz or exercises, where the quiz is arranged as chunk and incremental. This quiz form is chosen as one means to learn actively which is proven to be effective in improving...
Elementary school students' mathematical ability plays an important role in the development of their future, but the proportion of low-achieving elementary students in mathematics in Taiwan is high due to their aversion to mathematics. The aim of this study is to establish a learning system to help low-achieving students' learning in mathematics. A 3D game-based learning system was developed in this...
Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that...
One of the key competences for Europe in the 21st Century is the technological competence understood as an instrument for development, aimed at encouraging society to use and like science. This competence can only be fully achieved by using practical experiments, which present use cases in a realistic, creative, and revolutionary way. This paper presents our work on the development of practical experiments...
In recent years, augmented reality (AR) applications for children's entertainment have been gaining popularity, and educational organizations are increasingly interested in applying this technology to children's educational games. In this paper we describe our collaboration with teachers and game designers, in order to explore educational potential for AR technology. This paper specifically investigates...
Learning mathematics is one of the most important aspects that determine the future of learners. However, mathematics as one of the subjects is often perceived as being complicated and not liked by the learners. Therefore, we need an application with the use of appropriate technology to create visualization effects which can attract more attention from learners. The application of Augmented Reality...
Computers and internet connection are now common equipment in households. However, computer games have become an obstacle in education because pupils spend time needed for education and relax by playing games. One of the possible solutions of this problem is a creation of attractive education programs in the form of computer games. Such programs will be attractive for children and will introduce them...
A report published in 2014 by the World Economic Forum ranked the quality of South Africa's mathematics and science education in the last place out of 148 countries. Educational experts believe that learners can benefit from educational mathematical applications. Senior post-graduate students at the Central University of Technology in South Africa, therefore, embarked on a socio-constructivist project...
In this paper, we provide an overview of two Computer Science for High School teacher training workshops, offered at Fairfield University in 2012 and 2013. These professional development programs offered the skills necessary to integrate Google Apps education and interactive, metaphor-based computer games tools into middle and high school curricula, to help students learn computer science and engineering...
This research explored attitude towards laptops and the use of laptops among primary school mathematics teachers. The State Government granted them personal laptops. This study implemented quantitative study using questionnaires, which were collected from 304 teachers. The findings indicated that the use of laptops for work related and personal use is low. The most favorable work related activity...
Students may inevitably make errors when learning mathematics. We should positively regard these errors, which could be used as a valuable learning resource. For this reason, this study designed a computer-based learning game, called Math Detective. The game comprised a learning process of error detection, correction and explanation. In this game, students can play the role of detectives to find out...
Combining education the fun, it designed are creational / educational game, in order to support the idea that the teacher must have the knowledge to develop and find new, more appropriate teaching strategies to help in the learning ability of students, It emphasized that the use of technology, specifically the integrated virtual reality tithe concept of learning object, together with the knowledge...
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