Since the arrival of the personal computer in the early 1980s people have been advocating the use of computer games in aiding teaching and learning. However the increasing prevalence of computers in the early years of the 21st century led to the introduction of the idea of the “digital native” – those who were born since the dawn of the age of the ubiquitous computer. It was then argued widely that this generation would now need to be taught using computer games and that conventional education was not working. This view has been modified since but there still exists arguments for the use of computer games in many areas of education. This thesis looks at the potential benefits of computer games in aiding the teaching of mathematics in primar...
Previous research suggests games can improve learning outcomesand students’ motivation. However, the...
This study examined the use of mathematics computer games on math achievement as assessed by teacher...
© 2020, Association for Educational Communications and Technology. Although educational games have b...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
Information technologies are an integral part of a contemporary society which bases its progress on ...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
Numerous research findings have applauded the integration of technology in the classroom especially ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
The purpose of this case study was to analyse computer games’ role in assessment and seek an underst...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
The purpose of this study is to explore the impacts of computer games on the mathematics instruction...
Information technologies are an integral part of a contemporary society which bases its progress on ...
In an effort to engage children in mathematics learning, many primary teachers use mathematical game...
In the UK, as many as 20% of children in primary schools are more than two years behind their peers ...
Previous research suggests games can improve learning outcomesand students’ motivation. However, the...
This study examined the use of mathematics computer games on math achievement as assessed by teacher...
© 2020, Association for Educational Communications and Technology. Although educational games have b...
Abstract: Since the insurgence of computer games in the 1980s, it created an unstoppable wave that i...
Information technologies are an integral part of a contemporary society which bases its progress on ...
This research explores how mathematics pedagogy can be improved by looking at how children are engag...
Digital games have become part of childhood and adolescence. The debate has moved from should teenag...
Numerous research findings have applauded the integration of technology in the classroom especially ...
This paper describes a research project on Year 3 primary school students in Malaysia in their use o...
The purpose of this case study was to analyse computer games’ role in assessment and seek an underst...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
The purpose of this study is to explore the impacts of computer games on the mathematics instruction...
Information technologies are an integral part of a contemporary society which bases its progress on ...
In an effort to engage children in mathematics learning, many primary teachers use mathematical game...
In the UK, as many as 20% of children in primary schools are more than two years behind their peers ...
Previous research suggests games can improve learning outcomesand students’ motivation. However, the...
This study examined the use of mathematics computer games on math achievement as assessed by teacher...
© 2020, Association for Educational Communications and Technology. Although educational games have b...