2017
DOI: 10.1111/jcal.12209
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How teachers integrate a math computer game: Professional development use, teaching practices, and student achievement

Abstract: As more attention is placed on designing digital educational games to align with schools 0 academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers 0 using games for instruction and how such integration might impact students 0 achievement. This study seeks to (a) understand how teachers use PD resources (e.g., technology personnel and game-use workshops) for integration; (b) determine how teachers integrate games into their instruction; and (c) examine… Show more

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Cited by 41 publications
(26 citation statements)
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References 28 publications
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“…This situation stems from the received professional development support for experimental groups" teachers. Both previous professional support projects for teachers (Bright, Bowman & Vacc, 1997;Clarke & Hollingsworth, 2002) and other studies conducted in recent years argue that there is a strong relationship between teachers professional development and mathematics performance of their students (Akiba & Liang, 2016;Callaghan, Long, van Es, Reich & Rutherford, 2018;Prast, van de Weijer-Bergsma, Kroesbergen & van Liut, 2018).…”
Section: Conclusion and Discussionmentioning
confidence: 93%
“…This situation stems from the received professional development support for experimental groups" teachers. Both previous professional support projects for teachers (Bright, Bowman & Vacc, 1997;Clarke & Hollingsworth, 2002) and other studies conducted in recent years argue that there is a strong relationship between teachers professional development and mathematics performance of their students (Akiba & Liang, 2016;Callaghan, Long, van Es, Reich & Rutherford, 2018;Prast, van de Weijer-Bergsma, Kroesbergen & van Liut, 2018).…”
Section: Conclusion and Discussionmentioning
confidence: 93%
“…Controlled experiments have suggested that digital games are more effective when combined with structured classroom activities, such as debriefing and bridging [6,11,20,44]. For example, Rowe et al found that students learned better when the teacher bridged game-based learning to classroom learning using game examples and discussion [44].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Dillenbroug and Jermann argued that teachers who 'orchestrate' the classroom and its technologies are constantly facing multi-constraint management problems [17]. Common challenges include lack of time [12,14,18,30,32,33,48,50], connecting games with learning objectives [11,14,18,33,58], identifying teachable moments during gameplay [12,33], and classroom management [14,58]. Such challenges may become more critical for games such as ST Math, that are built to be played more frequently and for the whole academic year, and in alignment with the curriculum.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…The above interactive teaching methods rely on computer-assisted technology support. How to create an environment in which students interact with teaching materials in the classroom has always been an important issue in education (Callaghan, Long, Van Es, Reich, & Rutherford, 2018;Wang, 2015;Wang, 2017a;Wang, Chang, Hwang, & Chen, 2018). Whether it is interactive response learning such as augmented reality (AR; e.g., Chang, Hsu, & Wu, 2016;Gün & Atasoy, 2017;Hwang, Wu, Chen, & Tu, 2016;Wang, 2017b;Wu, Hwang, Yang, & Chen, 2018) or technology-enhanced learning tools such as hand-held wireless clickers (e.g., Lin, Liu, & Chu, 2011;Mize, Park, & Moore, 2018).…”
Section: Introductionmentioning
confidence: 99%