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Matthew Leingang

finalreport.pdf (application/pdf Object) - 0 views

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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction. The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
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    A systematic search of the research literature from 1996 through July 2008 identified more than a thousand empirical studies of online learning. Analysts screened these studies to find those that (a) contrasted an online to a face-to-face condition, (b) measured student learning outcomes, (c) used a rigorous research design, and (d) provided adequate information to calculate an effect size. As a result of this screening, 51 independent effects were identified that could be subjected to meta-analysis. ***The meta-analysis found that, on average, students in online learning conditions performed better than those receiving face-to-face instruction.*** The difference between student outcomes for online and face-to-face classes-measured as the difference between treatment and control means, divided by the pooled standard deviation-was larger in those studies contrasting conditions that blended elements of online and face-to-face instruction with conditions taught entirely face-to-face. Analysts noted that these blended conditions often included additional learning time and instructional elements not received by students in control conditions. This finding suggests that the positive effects associated with blended learning should not be attributed to the media, per se. An unexpected finding was the small number of rigorous published studies contrasting online and face-to-face learning conditions for K-12 students. In light of this small corpus, caution is required in generalizing to the K-12 population because the results are derived for the most part from studies in other settings (e.g., medical training, higher education). ix
Maggie Verster

Usability Report - E-learning Software for Math - 0 views

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    Given that a large percentage of students have difficulty with math. The usability of a math e-learning tool is critical. The easier and more user friendly such an application is the more a student can forget about the e-learning tool and focus on learning the math content. Here is the usability report that was undertaken in the National E-Learning Lab at the National College of Ireland. This is a useful read for users of the Beta version along with Instructional Designers and Software Developers who are involved in similar projects.
Garrett Eastman

TYPE OF TASK IN A MATHEMATICAL SKILLS VIDEOGAME AFFECTS CHILDREN'S PERCEPTION OF LEARNI... - 0 views

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    Abstract: "n this study we explored the impact of performing mathematical tasks presented in the context of an "adventure challenge" or a "mathematical challenge" in a videogame. This videogame - "Matemáquina do Tempo" - is being developed to facilitate learning of mathematical skills like counting, grouping, and relating numbers. The videogame consists in various movement control tasks with dynamic (e.g., running) and static (e.g., pointing) interactions. Our goal was to test the impact of the integration of a direct mathematical task versus an indirect mathematical task. A group of 18 five year-old children performed the game in two conditions: a) adventure challenge , which implied movements such as running or climbing trees to perform mathematical tasks of counting and grouping; and b) mathematical challenge , which included swimming after selecting the correct path through counting, followed by a direct mathematical task of pointing to organize numbers in a line. Our assumptions were evaluated according to questionnaires and video analysis of the children playing the game. Results confirmed our hypothesis, showing that players performing the mathematical challenge generally considered that they were learning with the game, and most agreeing that the game was fun. Participants in the adventure challenge condition on the other hand, showed a tendency to evaluate the game as very amusing and were more distributed in the learning evaluation. In conclusion, we suggest that the inclusion of direct mathematical tasks in the videogame might lead to increased perception of learning, although they also seem to result in lower amusement ratings."
Garrett Eastman

Development of Web based Learning System for Pre-K to Middle School Math Students: Opti... - 7 views

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    Abstract: This research paper has been designed to develop an online tutoring system for pre - K to middle school Math students. The research methodology applied in this study has used both qualitative and quantitative research methods in terms of external and internal Web or software metrics to obtain the usable parameters to design an effective tutoring system to learn Math. Today online hypermedia applications are increasingly becoming more feature rich, important and also the most popular means for communication among school students for e - learning. This paper is divided into four parts: part 'I' presents the introduction of Kumon based after school education; part 'II' describes the research proposal to identify measures, model, and methodology to develop the Web - based online learning system for Pre - K to middle school math students ; part 'III' elaborates the role of using static analysis, dynamic, and comparative analysis that can be applied to check the characteristics and authenticity of data obtained for each student separately; and finally part 'IV' investigates the behaviour of online tutoring system to find the failure points and to calculate reliability aspects using Web page trace algorithms and We b page replacement policies. In this paper, an attempt has been made to systematically explain the state of the art and their practices to design, analyze, and test the functionality of online learning systems for pre - K to middle school Math students
Garrett Eastman

The Impact of Video Games in Children's Learning of Mathematics - 0 views

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    "This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children's learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students' retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions."
Garrett Eastman

A COLLABORATIVE CROSS NUMBER PUZZLE GAME TO ENHANCE ELEMENTARY STUDENTS' ARITHMETIC SKILLS - 5 views

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    Abstract: "In traditional mathematics education, students have typically been asked to solve lots of tedious and uninteresting exercises for developing the arithmetic skills of addition and subtraction. The paper provides an account of learning arithmetic skills in a more interesting way through the collaborative playing of a puzzle game. 83 students in three classes in Grade 4 were asked to solve arithmetic problems with three different methods: via playing an adapted "cross number puzzle" game on Group Scribbles (GS) collaboratively, via playing the same game on GS individually, and via the traditional method of teaching and learning, i.e. with no games at all. Analysis of the pre and post learning achievement data reveals that the two classes who played the game performed better than the control class, with the collaborative class students achieving better than the individual class students. By playing the game, low-ability students, in particular, made the most significant progress in arithmetic capability and in building up their confidence in doing arithmetic calculations."
Garrett Eastman

Adding Achievements to Tutoring Applications - 4 views

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    A study on the efficacy of introducing game-like achievements in classroom learning, with math as one of the examples, see appendices
Garrett Eastman

Application of Artificial Intelligence in a Game-like Tutor - 6 views

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    Using AI and Incorporating game-like elements to enhance learning, math as subject
Garrett Eastman

Prime Climb: An Analysis of Attention to Student-Adaptive Hints in an Educational Game - 4 views

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    Abstract:"Prime Climb is an educational game that provides individual support for learning number factorization skills in the form of hints based on a model of student learning. Previous studies with Prime Climb indicated that students may not always be paying attention to the hints, even when they are justified (i.e. based on a student model's assessment). In this thesis we will discuss the test-bed game, Prime Climb, and our re-implementation of the game which allowed us to modify the game dynamically and will allow for more rapid prototyping in the future. To assist students as they play the game, Prime Climb includes a pedagogical agent which provides individualized support by providing user-adaptive hints. We then move into our work with the eye-tracker to better understand if and how students process the agent's personalized hints. We will conclude with a user study in which we use eyetracking data to capture user attention patterns as impacted by factors related to existing user knowledge, hint types, and attitude towards getting help in general. We plan to leverage these results in the future to make hint delivery more effective."
Michael Sheehan

50 great math websites for students of any age - 0 views

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    Huge collection of math resources for any level student or teacher.
Alicia Anderson

Brain Power Math: e-learning software that makes math easy - 0 views

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