2023
DOI: 10.21615/cesp.6473
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Adapted digital domino game: Teaching multiplication to children

Abstract: Developing and evaluating additional tools for teaching Mathematics, such as games, can contribute to improving student engagement and, consequently, their performance. This study evaluated the effects of an adapted digital domino game, based on the stimulus equivalence paradigm, developed for teaching relationships between numerals (A), sets of dots (B), and multiplication operations with numbers (C) and in a scale format (D). Five children with low performance in solving multiplication operations participate… Show more

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“…The authors propose that the intersection between behavior analysis and gamification can be mutually beneficial, expanding the toolkit available to behavior analysts for behavior interventions and fostering collaboration in explaining and exploring behavior analysis concepts for gamification researchers. This intersection has already begun in various research subjects, including: delay discounting (Young & McCoy, 2015), the use of common resources (Camargo & Haydu, 2016;de Oliveira et al, 2023), healthcare interventions (Vaidya & Armshaw, 2021), increasing accuracy of data entry (Parry-Cruwys & MacDonald, 2021), reading and writing instruction (de Souza et al, 2017;Nascimento et al, 2012;Tripiana-Barbosa & de Souza, 2015), and mathematics instruction (de Souza et al, 2023). However, there is scope for further development, considering the advancements made by both games/gamification and behavior analysis over the past decade.…”
mentioning
confidence: 99%
“…The authors propose that the intersection between behavior analysis and gamification can be mutually beneficial, expanding the toolkit available to behavior analysts for behavior interventions and fostering collaboration in explaining and exploring behavior analysis concepts for gamification researchers. This intersection has already begun in various research subjects, including: delay discounting (Young & McCoy, 2015), the use of common resources (Camargo & Haydu, 2016;de Oliveira et al, 2023), healthcare interventions (Vaidya & Armshaw, 2021), increasing accuracy of data entry (Parry-Cruwys & MacDonald, 2021), reading and writing instruction (de Souza et al, 2017;Nascimento et al, 2012;Tripiana-Barbosa & de Souza, 2015), and mathematics instruction (de Souza et al, 2023). However, there is scope for further development, considering the advancements made by both games/gamification and behavior analysis over the past decade.…”
mentioning
confidence: 99%