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Articles 1 - 2 of 2
Full-Text Articles in Curriculum and Instruction
Using Graphs To Represent Physical Phenomena In A Fourth Grade Classroom, Mehmet Fatih Dulger
Using Graphs To Represent Physical Phenomena In A Fourth Grade Classroom, Mehmet Fatih Dulger
UNLV Theses, Dissertations, Professional Papers, and Capstones
This study examined to what extent inquiry-based instruction supported with real-time graphing technology improves fourth grader's ability to interpret graphs as representations of physical science concepts such as motion and temperature. This study also examined whether there is any difference between inquiry-based instruction supported with real-time graphing software and inquiry-based instruction supported with traditional laboratory equipment in terms of improving fourth graders' ability to interpret motion and temperature graphs. Results of this study showed that there is a significant advantage in using real-time graphing technology to support fourth graders' ability to read and interpret graphs.
Learning Middle School Mathematics Through Student Designed And Constructed Video Games, Camille M. Mccue
Learning Middle School Mathematics Through Student Designed And Constructed Video Games, Camille M. Mccue
UNLV Theses, Dissertations, Professional Papers, and Capstones
Mathematics achievement is an area in which American precollege students are faltering. Emerging research suggests that making mathematics instruction relevant and applicable in the lives of youth may impact math achievement, especially when it capitalizes on high-interest technologies such as video games.
Employing a quasi-experimental and descriptive approach, this study examined the mathematics (i.e., numbers and operations, algebra, geometry, measurement, and probability) that middle school students employed during their design and construction of video games. First, it examined the mathematics content learned by 19 sixth and seventh graders during their analysis, synthesis, and programming of three video game projects over …