Abstract: Modern technology has changed the methods of learning. It makes learning more interesting and more effective. This study explores the effectiveness of a project designed to improve young children’s learning of mathematics, via intuitive interaction technology. While playing with this learning system, children can use their hands to point to virtual objects, or move them on the screen. Young children must have things that they can see, hear, touch, or feel, to help them learn new things. This project contains these features, which improve young children's learning. The instruments used by this study include: pretests, posttests and interviews. The participants were 43 students (ages from 5 to 6.5 years old), who all attended t...
In this Chapter we describe some of our insights and experiences with young children in their search...
This presentation reports on the interaction forty-four children (Grades 2-3) had with three digital...
The didactic method of digital, game-based learning includes integrating educational content or lear...
This discussion paper describes three vignettes of young children engaging with three different tech...
This study presents the development and evaluation of a Math Game Application for Toddlers that util...
Background The purpose of this study was to measure the impact of interactive technology in the form...
Teaching concepts to young children is always challenging because each individually learn things di...
The paper presents a systematic examination of data from two early math interventions, involving 188...
Adaptive serious mathematical games in kindergarten were used to investigate whether kindergarteners...
The paper presents a systematic examination of data from two early math interventions, involving 188...
Early years are crucial to children's mathematical development. Children have shown that they are ca...
In the present study an experiment was conducted in which small groups of 4-6 year old children play...
This paper reports a new approach to teach children in learning mathematics through an interactive M...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
The study aimed to examine the effectiveness of using instructional electronic games in developing g...
In this Chapter we describe some of our insights and experiences with young children in their search...
This presentation reports on the interaction forty-four children (Grades 2-3) had with three digital...
The didactic method of digital, game-based learning includes integrating educational content or lear...
This discussion paper describes three vignettes of young children engaging with three different tech...
This study presents the development and evaluation of a Math Game Application for Toddlers that util...
Background The purpose of this study was to measure the impact of interactive technology in the form...
Teaching concepts to young children is always challenging because each individually learn things di...
The paper presents a systematic examination of data from two early math interventions, involving 188...
Adaptive serious mathematical games in kindergarten were used to investigate whether kindergarteners...
The paper presents a systematic examination of data from two early math interventions, involving 188...
Early years are crucial to children's mathematical development. Children have shown that they are ca...
In the present study an experiment was conducted in which small groups of 4-6 year old children play...
This paper reports a new approach to teach children in learning mathematics through an interactive M...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
The study aimed to examine the effectiveness of using instructional electronic games in developing g...
In this Chapter we describe some of our insights and experiences with young children in their search...
This presentation reports on the interaction forty-four children (Grades 2-3) had with three digital...
The didactic method of digital, game-based learning includes integrating educational content or lear...