The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fraction) to help students with Mathematics Learning Disabilities (MLD) to gain fraction skills including comparison, estimation, and word problem solving in an after school program. The researcher used multiple baseline design by extending with follow-up phase to determine whether students retained the knowledge they learned while engaging with the app. Even though six students participated to the study, the researcher withdrew two of them and analyzed data came from four students. The result o the study showed that all of the students improved their fractions skills after engaging with Motion Math: Fraction and maintained the knowledge after no lo...
The present study was an attempt to investigate the effectiveness of educational computer games on t...
Media use in mathematics learning in elementary schools is crucial One technology-based media that c...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fractio...
textThe purpose of this study was to investigate the effects of a web-based strategic, interactive c...
Lack of procedural fluency in fractions impedes access to advanced mathematical courses and limits o...
Researches on the effectiveness of technology used in learning had shed different light on its affor...
Learning disabilities are a problem that influences the brain's capacity to receive, process, analyz...
Students and teachers are facing challenges in teaching and learning fractions. The concepts related...
The traditional learning process used in schools is outdated. Students nowadays spend most of their...
The purpose of this research is to examine the influence of a special education program, incorporati...
Over time, digital games have not become a foreign thing to society. Nowadays digital games are not ...
The low learning outcomes in the equality of fractions material are due to the unavailability of mob...
This paper reports results from an ongoing project that aims to develop a digital game for introduci...
The effectiveness of educational mathematics games were investigated by testing a game of fractions ...
The present study was an attempt to investigate the effectiveness of educational computer games on t...
Media use in mathematics learning in elementary schools is crucial One technology-based media that c...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...
The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fractio...
textThe purpose of this study was to investigate the effects of a web-based strategic, interactive c...
Lack of procedural fluency in fractions impedes access to advanced mathematical courses and limits o...
Researches on the effectiveness of technology used in learning had shed different light on its affor...
Learning disabilities are a problem that influences the brain's capacity to receive, process, analyz...
Students and teachers are facing challenges in teaching and learning fractions. The concepts related...
The traditional learning process used in schools is outdated. Students nowadays spend most of their...
The purpose of this research is to examine the influence of a special education program, incorporati...
Over time, digital games have not become a foreign thing to society. Nowadays digital games are not ...
The low learning outcomes in the equality of fractions material are due to the unavailability of mob...
This paper reports results from an ongoing project that aims to develop a digital game for introduci...
The effectiveness of educational mathematics games were investigated by testing a game of fractions ...
The present study was an attempt to investigate the effectiveness of educational computer games on t...
Media use in mathematics learning in elementary schools is crucial One technology-based media that c...
The widespread use of smartphones to play games and the lack of use as a medium for learning mathema...