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The Impacts of Three Educational Technologies on Algebraic Understanding in the Context of COVID-19
16 references·0 citing·50 second hop
The Impacts of Three Educational Technologies on Algebraic Understanding in the Context of COVID-19 (2023)The Impacts of Three Educational Technolo…The Future of Embodied Design for Mathematics Teaching and Learning (2020)The Future of Embodied Design…The Common Core State Standards for Mathematics (2015)The Common Core State Standar…A Literature Review of Gamification Design Frameworks (2015)A Literature Review of Gamifi…Concreteness Fading in Mathematics and Science Instruction: a Systematic Review (2014)Concreteness Fading in Mathem…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Embodiment in Mathematics Teaching and Learning: Evidence From Learners' and Teachers' Gestures (2011)Embodiment in Mathematics Tea…Situational interest and academic achievement in the active-learning classroom (2009)Situational interest and acad…Focus on Formative Feedback (2008)Focus on Formative FeedbackA case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…The Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Handbook of Research on the Psychology of Mathematics Education (2006)Handbook of Research on the P…What video games have to teach us about learning and literacy (2003)What video games have to teac…Responsiveness to General Education Instruction as the First Gate to Learning Disabilities Identification (2003)Responsiveness to General Edu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Annual Meeting of the American Educational Research Association (2000)Annual Meeting of the America…Assessment and Classroom Learning (1998)Assessment and Classroom Lear…Motivational processes affecting learning. (1986)Classrooms: Goals, structures, and student motivation. (1992)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. 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References

  • 1998Assessment and Classroom Learning8,137 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2006The Four-Phase Model of Interest Development4,692 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2015The Common Core State Standards for Mathematics2,530 cited
  • 2000Annual Meeting of the American Educational Research Association2,229 cited
  • 2011Embodiment in Mathematics Teaching and Learning: Evidence From Learners' and Teachers' Gestures694 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 2009Situational interest and academic achievement in the active-learning classroom403 cited
  • 2006Handbook of Research on the Psychology of Mathematics Education351 cited
  • 2014Concreteness Fading in Mathematics and Science Instruction: a Systematic Review316 cited
  • 2015A Literature Review of Gamification Design Frameworks285 cited
  • 2003Responsiveness to General Education Instruction as the First Gate to Learning Disabilities Identification

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  • 2020The Future of Embodied Design for Mathematics Teaching and Learning197 cited
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