Game-based learning and the use of e-books is becoming increasingly more supported in classrooms as methods of increasing both student engagement and student achievement in all curricular areas. The purpose of this literature review is to examine current research on the effects of online math games and e-books on elementary student engagement and academic achievement. Over thirty peer-reviewed journal articles published in the last ten years are critically reviewed and analyzed. The findings show that online game-based learning and e-books can be effective tools within the confines of the elementary classroom, as long as careful consideration is given to student learning attitudes, how the e-books and online games are integrated into the cu...
This study examined the impact of adding game elements on students ’ performances in an online learn...
“Mathematics is the mother of all sciences” is common phrase that we all know very well. Even it is ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Game-based learning and the use of e-books is becoming increasingly more supported in classrooms as ...
Technological advances have provided educational institutions the capability to explore various onli...
The purpose of this study is to explore the impacts of computer games on the mathematics instruction...
Low mathematics scores in the U.S. have been pressing the educators to find engaging strategies and ...
Includes bibliographical references (leaves 74-81)As the use of technology has become more popular i...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
This study will examine the effects of a computer game on students\u27 mathematics achievement and m...
The last decade, researchers and educators have shown particular interest for the use of educational...
In the last few years, educational computer games have gained attention as a tool for facilitating. ...
The purpose of this study was to determine the effects of digital games on students’ engagement and ...
The aim of this literature study is to critically examine if and how digital games can promote stude...
This study examined the impact of adding game elements on students ’ performances in an online learn...
“Mathematics is the mother of all sciences” is common phrase that we all know very well. Even it is ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Game-based learning and the use of e-books is becoming increasingly more supported in classrooms as ...
Technological advances have provided educational institutions the capability to explore various onli...
The purpose of this study is to explore the impacts of computer games on the mathematics instruction...
Low mathematics scores in the U.S. have been pressing the educators to find engaging strategies and ...
Includes bibliographical references (leaves 74-81)As the use of technology has become more popular i...
Digital game-based learning (DGBL) has been perceived as an engaging teaching approach to foster stu...
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained...
This study will examine the effects of a computer game on students\u27 mathematics achievement and m...
The last decade, researchers and educators have shown particular interest for the use of educational...
In the last few years, educational computer games have gained attention as a tool for facilitating. ...
The purpose of this study was to determine the effects of digital games on students’ engagement and ...
The aim of this literature study is to critically examine if and how digital games can promote stude...
This study examined the impact of adding game elements on students ’ performances in an online learn...
“Mathematics is the mother of all sciences” is common phrase that we all know very well. Even it is ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...