Abstract
The current study investigated the effectiveness of three distinct educational technologies—two game-based applications (From Here to There and DragonBox 12+) and two modes of online problem sets in ASSISTments (an Immediate Feedback condition and an Active Control condition with no immediate feedback) on Grade 7 students’ algebraic knowledge. More than 3,600 Grade 7 students across nine in-person and one virtual schools within the same district were randomly assigned to one of the four conditions. Students received nine 30-minute intervention sessions from September 2020 to March 2021. Hierarchical linear modeling analyses of the final analytic sample (N = 1,850) showed significantly higher posttest scores for students who used From Here to There and DragonBox 12+ compared to the Active Control condition. No significant difference was found for the Immediate Feedback condition. The findings have implications for understanding how game-based applications can affect algebraic understanding, even within pandemic pressures on learning. Copyright © 2023 The Author(s).
Original language | English |
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Journal | AERA Open |
Volume | 9 |
DOIs | |
Publication status | Published - Jan 2023 |
Citation
Decker-Woodrow, L. E., Mason, C. A., Lee, J.-E., Chan, J. Y.-C., Sales, A., Liu, A., & Tu, S. (2023). The impacts of three educational technologies on algebraic understanding in the context of COVID-19. AERA Open, 9. Retrieved from https://doi.org/10.1177/23328584231165919Keywords
- Algebra
- Classroom research
- Educational games
- Educational technology
- Experimental research
- Game-based learning
- Hierarchical linear modeling
- Mathematics education
- Middle schools