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The Impacts of Three Educational Technologies on Algebraic Understanding in the Context of COVID-19

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 feedba...

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Detalles Bibliográficos
Autores principales: Decker-Woodrow, Lauren E., Mason, Craig A., Lee, Ji-Eun, Chan, Jenny Yun-Chen, Sales, Adam, Liu, Allison, Tu, Shihfen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10125888/
https://www.ncbi.nlm.nih.gov/pubmed/37123170
http://dx.doi.org/10.1177/23328584231165919
Descripción
Sumario: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.