2014
DOI: 10.2190/et.42.3.d
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Designing Personalized Learning Products for Middle School Mathematics: The Case for Networked Learning Games

Abstract: Middle school mathematics education is subject to ongoing reform based on advances in digital instructional technologies, especially learning games, leading to recent calls for investment in personalized learning. Through an extensive literature review, this investigation identified three priority areas that should be taken into account when adopting learning games for the classroom: providing students with personalized feedback, assessing student learning, and promoting deeper learning. Demonstrating how The … Show more

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Cited by 6 publications
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“…Networked learning offers the possibility of taking the gamified case-based approach even further, in particular regarding personalized feedback and deeper learning (Evans et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Networked learning offers the possibility of taking the gamified case-based approach even further, in particular regarding personalized feedback and deeper learning (Evans et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…Nevertheless, technological means enable another quality of educational approaches such as game-based learning. Since 2000s the rise of a new interest in using computer games in various subjects, and STEM in particular (Sherry, 2013), has brought into learning the new opportunities of personalization and a sound empirical research (Bourgonjon, Valcke, Soetaert, & Schellens, 2010), (Evans, Pruett, Chang, & Nino, 2014), (Hunter-Doniger & Sydow, 2016), (Moyer, Klopfer, & Ernst, 2018) linking digital gameplay together with an effective STEM content learning and problem solving.…”
Section: Introductionmentioning
confidence: 99%