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Educator Preparedness To Leverage Assistive Technologies In The Classroom, Sean Masterman
Educator Preparedness To Leverage Assistive Technologies In The Classroom, Sean Masterman
Doctorate in Education
The fourth industrial revolution (4IR) is driving a compelling need for pedagogical change, yet there is disjuncture between the capacity of emerging technologies to address this need and their actual use in the American classroom. These technologies can enable personalization to meet each student’s individualized learning needs. Educator preparedness is the first step toward embracing and integrating the broad capabilities of emerging technologies to help build the future workforce. This qualitative, phenomenological case study assessed the preparedness of middle school general educators in two Minnesota school districts to leverage assistive technologies (ATs) to improve student learning from the perspective of …
Digital Game-Based Learning Activities In Primary Grade Mathematics Achievement, Chris Anderson
Digital Game-Based Learning Activities In Primary Grade Mathematics Achievement, Chris Anderson
Graduate Teacher Education
The research paper has gathered and analyzed research from online databases to find how digital game-based learning activities were used in mathematics and how it influences the affective domains of academic engagement, motivation, and academic self-perception. The paper aims to inform primary educators of the benefits and limitations of digital game-based activities in primary mathematics. Digital game-based learning has positively influenced students' academic engagement through interaction, play, and effort, which had a positive effect on their mathematical achievement. Increased motivation felt by students when doing digital game-based activities resulted in higher mathematical achievement and an increase in learning more mathematics …
Game-Based Learning In Elementary Mathematics, Sophia Greenfield
Game-Based Learning In Elementary Mathematics, Sophia Greenfield
Graduate Teacher Education
This paper analyzed 15 primary, peer-reviewed research articles about how to integrate game-based learning in elementary mathematics to increase conceptual understanding. The purpose of this paper was to inform teachers about how to integrate digital and traditional games, including factors to enhance effective implementation, in a way that increased conceptual understanding. Key factors were gleaned from the articles that had a significant impact on the effectiveness of game-based learning. In Chapter Two, traditional and digital games were divided into two sections to analyze the benefits and drawbacks of each method. These benefits and drawbacks were compared in the Appendices to …