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Assessing the impact of digital games-based learning on students’ performance in learning fractions using (ABACUS) software application
15 references·1 citing·44 second hop
Assessing the impact of digital games-based learning on students’ performance in learning fractions using (ABACUS) software application (2022)Assessing the impact of digital games-bas…The effect of educational digital games on education, motivation and attitudes of elementary school students against course access (2020)The effect of educational dig…Supporting primary students' learning of fraction conceptual knowledge through digital games (2020)Supporting primary students' …Interpreting Effect Sizes of Education Interventions (2020)Interpreting Effect Sizes of …Implementing pragmatism and John Dewey's educational philosophy in Emirati elementary schools: case of mathematics and science teachers (2020)Implementing pragmatism and J…Games for Teaching Mathematics in Nigeria: What Happens to Pupils’ Engagement and Traditional Classroom Dynamics? (2019)Games for Teaching Mathematic…Effects of game‐based learning on students' mathematics achievement: A meta‐analysis (2019)Effects of game‐based learnin…Digital game‐based learning for K–12 mathematics education: A meta‐analysis (2018)Digital game‐based learning f…Digital Game-based Learning and Serious Games in Education (2018)Digital Game-based Learning a…The Effect of Gender on Motivation and Student Achievement in Digital Game-based Learning: A Case Study of a Contented-Based Classroom (2017)The Effect of Gender on Motiv…Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance (2016)Effects of game-based learnin…A scaffolding strategy to develop handheld sensor-based vocabulary games for improving students’ learning motivation and performance (2015)A scaffolding strategy to dev…Enjoy and learn with educational games: Examining factors affecting learning performance (2013)Enjoy and learn with educatio…Gender differences in students’ mathematics game playing (2011)Gender differences in student…Math teachers’ perspectives on using educational computer games in math education (2010)Math teachers’ perspectives o…Educational researchcompetencies for analysis and applications (2009)Educational researchcompetenc…The Impact of Information and Communication Technologies (ICT)-Based Education on the Mathematics Academic Enthusiasm (2023)The Impact of Information and…National Council of Teachers of Mathematics (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teach Us About Learning and Literacy (2007)Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game (2012)Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Coefficient Alpha and the Internal Structure of Tests (1951)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification (2020)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Application of the Educational Game to Enhance Student Learning (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)A Systematic Review of Research about Game-based Learning in Virtual Worlds (2020)A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms (2021)A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education (2021)Meta-Analytic Procedures for Social Research (1991)Practical Meta-Analysis (2000)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens (2023)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)Bias in meta-analysis detected by a simple, graphical test (1997)Quantifying heterogeneity in a meta‐analysis (2002)Measuring inconsistency in meta-analyses (2003)Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis (2021)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Evaluating Effect Size in Psychological Research: Sense and Nonsense (2019)Learning loss due to school closures during the COVID-19 pandemic (2021)Small Effects: The Indispensable Foundation for a Cumulative Psychological Science (2021)The state of evidence for social and emotional learning: A contemporary meta-analysis of universal school-based SEL interventions (2023)Motivational and self-regulated learning components of classroom academic performance. (1990)Scaffolding Complex Learning: The Mechanisms of Structuring and Problematizing Student Work (2004)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts (2022)A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning (2023)Self-regulated digital game-based vocabulary learning: motivation, application of self-regulated learning strategies, EFL vocabulary knowledge development, and their interplay (2024)Teachers’ experiences of using game-based learning methods in project management higher education (2022)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Commenting on research results in applied linguistics and education: A comparative genre-based investigation (2010)Reducing Bias and Error in the Correlation Coefficient Due to Nonnormality (2014)The Impact of Cooperative Learning on Developing Speaking Ability and Motivation Toward Learning English (2019)
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References

  • 2020Interpreting Effect Sizes of Education Interventions1,279 cited
  • 2009Educational researchcompetencies for analysis and applications605 cited
  • 2019Effects of game‐based learning on students' mathematics achievement: A meta‐analysis366 cited
  • 2018Digital Game-based Learning and Serious Games in Education297 cited
  • 2013Enjoy and learn with educational games: Examining factors affecting learning performance234 cited
  • 2018Digital game‐based learning for K–12 mathematics education: A meta‐analysis198 cited
  • 2011Gender differences in students’ mathematics game playing83 cited
  • 2017The Effect of Gender on Motivation and Student Achievement in Digital Game-based Learning: A Case Study of a Contented-Based Classroom74 cited
  • 2015A scaffolding strategy to develop handheld sensor-based vocabulary games for improving students’ learning motivation and performance74 cited
  • 2016Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance70 cited
  • 2010Math teachers’ perspectives on using educational computer games in math education66 cited
  • 2020The effect of educational digital games on education, motivation and attitudes of elementary school students against course access49 cited
  • 2020Supporting primary students' learning of fraction conceptual knowledge through digital games44 cited
  • 2019

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Games for Teaching Mathematics in Nigeria: What Happens to Pupils’ Engagement and Traditional Classroom Dynamics?
40 cited
  • 2020Implementing pragmatism and John Dewey's educational philosophy in Emirati elementary schools: case of mathematics and science teachers27 cited
  • Cited by

    • 2023The Impact of Information and Communication Technologies (ICT)-Based Education on the Mathematics Academic Enthusiasm44 cited