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“An App! An App! My Kingdom for An App”: An 18-Month Quest to Determine Whether Apps Support Mathematical Knowledge Building
9 references·2 citing·42 second hop
“An App! An App! My Kingdom for An App”: An 18-Month Quest to Determine Whether Apps Support Mathematical Knowledge Building (2015)“An App! An App! My Kingdom for An App”: …Australian Primary Mathematics Classroom (2014)Australian Primary Mathematic…Finding the Education in Educational Technology with Early Learners. (2012)Finding the Education in Educ…Doing Quantitative Research in Education with SPSS (2011)Doing Quantitative Research i…Mathematics: Essential Research, Essential Practice (2007)Mathematics: Essential Resear…Digital Games in Education (2007)Digital Games in EducationWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Assessing the Relationship between Attitude toward Mathematics and Achievement in Mathematics: A Meta-Analysis (1997)Assessing the Relationship be…Authentic Pedagogy: Standards That Boost Student Performance. (1995)Authentic Pedagogy: Standards…How Can the Use of Digital Games in Mathematics Education Promote Students’ Mathematical Reasoning? A Qualitative Systematic Review (2022)How Can the Use of Digital Ga…Design matters: explorations of content and design in fraction games (2017)Design matters: explorations …Rethinking scaffolding in the information age (2005)A Tablet Computer for Young Children? Exploring its Viability for Early Childhood Education (2010)Technology and interactive media as tools in early childhood programs serving children from birth through age 8 (2013)An examination of touch screen tablets and emergent literacy in Australian pre-school children (2014)The use of touch-screen tablets at home and pre-school to foster emergent literacy (2015)Teaching mathematics with mobile devices and the Realistic Mathematical Education (RME) approach in kindergarten (2021)Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)The effect of games and simulations on higher education: a systematic literature review (2017)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Distribution Theory for Glass's Estimator of Effect Size and Related Estimators (1981)Book Reviews: Statistical Methods for Meta-Analysis Larry V. Hedges and Ingram Olkin New York: Academic Press, 1985. xxii + 369 pp (1988)A Meta-Analysis of the Relationship between Anxiety toward Mathematics and Achievement in Mathematics (1999)PISA 2012 Assessment and Analytical Framework (2013)Methods of Meta-Analysis: Correcting Error and Bias in Research Findings (2015)Mathematics Anxiety: What Have We Learned in 60 Years? (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Research Ideas for the Classroom: Early Childhood Mathematics. (1993)Mystery Three, Find It, and Treasure Hunt (2006)Students’ perceptions of the learning environment and attitudes in game-based mathematics classrooms (2012)Prospective elementary school teachers’ professional noticing of children’s early numeracy (2013)The Language of Mathematics: The Importance of Teaching and Learning Mathematical Vocabulary (2015)Using thematic analysis in psychology (2006)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Comparison of Online and Face-To-Face Instruction in an Undergraduate Foundations of American Education Course (2004)Authenticity and Constructivism in Education (2008)Assessment and the logic of instructional practice in Secondary 3 English and mathematics classrooms in Singapore (2013)Establishing world-class universities in China: deploying a quasi-experimental design to evaluate the net effects of Project 985 (2017)Gender study on the relationships between science interest and future career perspectives (2018)Role of Management Strategies in Improving Labor Productivity in General Construction Projects in New Zealand: Managerial Perspective (2018)Change‐of‐career secondary teachers: motivations, expectations and intentions (2008)Surveying the technology landscape: Teachers’ use of technology in secondary mathematics classrooms (2008)Learning to teach mathematics with technology: A survey of professional development needs, experiences and impacts (2010)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 1997Assessing the Relationship between Attitude toward Mathematics and Achievement in Mathematics: A Meta-Analysis776 cited
  • 2007Digital Games in Education718 cited
  • 2011Doing Quantitative Research in Education with SPSS592 cited
  • 2014Australian Primary Mathematics Classroom469 cited
  • 2012Finding the Education in Educational Technology with Early Learners.183 cited
  • 2007Mathematics: Essential Research, Essential Practice135 cited
  • 1995Authentic Pedagogy: Standards That Boost Student Performance.71 cited

Cited by

  • 2022How Can the Use of Digital Games in Mathematics Education Promote Students’ Mathematical Reasoning? A Qualitative Systematic Review31 cited
  • 2017Design matters: explorations of content and design in fraction games26 cited

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