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Teaching Math to Deaf/Hard-of-Hearing (DHH) Children Using Mobile Games
16 references·0 citing·43 second hop
Teaching Math to Deaf/Hard-of-Hearing (DHH) Children Using Mobile Games (2016)Teaching Math to Deaf/Hard-of-Hearing (DH…Design-Based Research (2012)Design-Based ResearchAligning game activity with educational goals: following a constrained design approach to instructional computer games (2010)Aligning game activity with e…How Should Research Contribute to Instructional Improvement? The Case of Lesson Study (2006)How Should Research Contribut…The SAGE handbook of qualitative research (2005)The SAGE handbook of qualitat…The Relative Difficulty of Signed Arithmetic Story Problems for Primary Level Deaf and Hard-of-Hearing Students (2005)The Relative Difficulty of Si…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Design-based research and technology-enhanced learning environments (2005)Design-based research and tec…Design Research: Theoretical and Methodological Issues (2004)Design Research: Theoretical …The Role of Design in Research: The Integrative Learning Design Framework (2003)The Role of Design in Researc…The Stanford Achievement Test, 9th Edition: National Norming and Performance Standards for Deaf and Hard-of-Hearing Students (2000)The Stanford Achievement Test…How people learn (2000)How people learnAssessment Standards for School Mathematics (1995)Assessment Standards for Scho…Achievement goals in the classroom: Students' learning strategies and motivation processes. (1988)Achievement goals in the clas…National Council of Teachers of Mathematics (1979)National Council of Teachers …The systematic design of instruction (1978)The systematic design of inst…Educational Research: An Introduction (1965)Educational Research: An Intr…Conditions of Learning (1965)Principles of Instructional Design (1974)Mastering the instructional design process a systematic approach (1992)Improving online learning: Student perceptions of useful and challenging characteristics (2004)The Determinants of Students' Perceived Learning Outcomes and Satisfaction in University Online Education: An Empirical Investigation* (2006)Interaction, Internet self-efficacy, and self-regulated learning as predictors of student satisfaction in online education courses (2013)Computer Support for Knowledge-Building Communities (1994)Qualitative research & evaluation methods (2002)Design-Based Research: Putting a Stake in the Ground (2004)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Conducting Educational Design Research (2018)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Diffusion of Innovations 1 (2019)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Motivational processes affecting learning. (1986)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Project-Based Learning (2014)Design Experiments in Educational Research (2003)SAGE Handbook of Mixed Methods in Social & Behavioral Research (2010)Alternative Approaches to Second Language Acquisition (2011)Social Design Experiments: Toward Equity by Design (2016)A critical review of flipped classroom challenges in K-12 education: possible solutions and recommendations for future research (2017)Tests for comparing elements of a correlation matrix. (1980)Self-efficacy mechanism in human agency. (1982)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)A hierarchical model of approach and avoidance achievement motivation. (1997)Assessment and Classroom Learning (1998)A review of research on teacher beliefs and practices (1996)Teaching Courses Online: A Review of the Research (2006)A Typology of Mixed Methods Sampling Designs in Social Science Research (2015)Qualitative Research Designs (2007)Sampling Knowledge: The Hermeneutics of Snowball Sampling in Qualitative Research (2008)The Space Between: On Being an Insider-Outsider in Qualitative Research (2009)What Do New Views of Knowledge and Thinking Have to Say About Research on Teacher Learning? (2000)What Makes Professional Development Effective? Results From a National Sample of Teachers (2001)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Focus on Formative Feedback (2008)
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References

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  • 2000How people learn2,544 cited
  • 2005Design-based research and technology-enhanced learning environments2,239 cited
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  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
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  • 2000The Stanford Achievement Test, 9th Edition: National Norming and Performance Standards for Deaf and Hard-of-Hearing Students766 cited
  • 1995Assessment Standards for School Mathematics670 cited
  • 2003The Role of Design in Research: The Integrative Learning Design Framework432 cited
  • 2005The Relative Difficulty of Signed Arithmetic Story Problems for Primary Level Deaf and Hard-of-Hearing Students71 cited

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  • 2010Aligning game activity with educational goals: following a constrained design approach to instructional computer games63 cited
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