The primary purpose of this study was to evaluate the effect of basic multiplication mastery (0-12) and self-efficacy outcomes for elementary age students attempting to master multiplication facts in a Computer-Assisted Instructional (CAI) environment. Timez Attack (TA), a modern Internet based 3-D multiplication video game, was the computer program used in this study. Four third- and four fourth-grade classes of students at a public charter school received either 12 20-minute Teacher-Led Instructional (TLI), or TA multiplication practice sessions. Pre- and post Math Attitude Survey (MAS), timed multiplication tests, observations
[[abstract]]AbstractThis research is to explore and analyze the effects of the computer technologyin...
Item does not contain fulltextThis study examined the effects of a teacher-delivered intervention wi...
The aim of the study is to investigate the effects of using computer for developing arithmetical ski...
This case study investigated the effects of using computer-assisted learning (CAL) while teaching mu...
[[abstract]]This study develops and implements a computer-assisted learning (CAL) program with both ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
Statement of Problem. Computer usage in schools is becoming widespread, and it is considered to be a...
In today’s increasingly technologically-driven classroom, exploring whether computer-assisted instru...
This three-week study focuses on basic multiplication fact recall. Twenty-six fourth grade students ...
Graduation date: 1986The use of selected computer games was studied as an\ud intervention technique ...
[[abstract]]Abstract The study aims to analyze the effect of multimedia computer-assisted instructio...
This study examined student performances, in a comparison between computer-assisted instruction and ...
The purpose of this research study was to examine the effectiveness of two digital tools: a virtual ...
Dyscalculia is a specific learning disability that affects an individual’s core skills in mathematic...
This study examined the effects of using technology and the First in Math??? online program with stu...
[[abstract]]AbstractThis research is to explore and analyze the effects of the computer technologyin...
Item does not contain fulltextThis study examined the effects of a teacher-delivered intervention wi...
The aim of the study is to investigate the effects of using computer for developing arithmetical ski...
This case study investigated the effects of using computer-assisted learning (CAL) while teaching mu...
[[abstract]]This study develops and implements a computer-assisted learning (CAL) program with both ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
Statement of Problem. Computer usage in schools is becoming widespread, and it is considered to be a...
In today’s increasingly technologically-driven classroom, exploring whether computer-assisted instru...
This three-week study focuses on basic multiplication fact recall. Twenty-six fourth grade students ...
Graduation date: 1986The use of selected computer games was studied as an\ud intervention technique ...
[[abstract]]Abstract The study aims to analyze the effect of multimedia computer-assisted instructio...
This study examined student performances, in a comparison between computer-assisted instruction and ...
The purpose of this research study was to examine the effectiveness of two digital tools: a virtual ...
Dyscalculia is a specific learning disability that affects an individual’s core skills in mathematic...
This study examined the effects of using technology and the First in Math??? online program with stu...
[[abstract]]AbstractThis research is to explore and analyze the effects of the computer technologyin...
Item does not contain fulltextThis study examined the effects of a teacher-delivered intervention wi...
The aim of the study is to investigate the effects of using computer for developing arithmetical ski...