1989
DOI: 10.1300/j025v06n03_08
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The Effects of Instructional Computer Games and Drill and Practice Software on Learning Disabled Students' Mathematics Achievement

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Cited by 41 publications
(28 citation statements)
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“…The proposition on using a cooperative situation to cultivate informative feedback between peers and to enhance the effect of computer gaming, however, was not compliant with the finding of this study and Bahr and Rieth (1989): cooperative was not superior to competitive or individual structure in promoting test-based academic achievement. A potential reason of this disparity may be that the time (10 min) for the whole-group cooperation activity at a cooperative gaming session was too short to unfold the benefit of cooperation.…”
Section: The Effect Of Alternative Game-based Learning Situations On contrasting
confidence: 84%
See 1 more Smart Citation
“…The proposition on using a cooperative situation to cultivate informative feedback between peers and to enhance the effect of computer gaming, however, was not compliant with the finding of this study and Bahr and Rieth (1989): cooperative was not superior to competitive or individual structure in promoting test-based academic achievement. A potential reason of this disparity may be that the time (10 min) for the whole-group cooperation activity at a cooperative gaming session was too short to unfold the benefit of cooperation.…”
Section: The Effect Of Alternative Game-based Learning Situations On contrasting
confidence: 84%
“…Closely related to the current study is Bahr and Rieth's (1989) investigation of a computer-based arithmetic drilland-practice game designed to increase single-digit computation fluency. Forty-six mildly handicapped junior high school students practiced with their partners, recorded and graphed daily computer scores, and received points for backup reinforces based on pair's scores (cooperative condition), or comparing an individual with his/her partner (competitive condition), or the individual's self-progress (individualistic condition).…”
Section: Individual Differences In Game-based Learningmentioning
confidence: 99%
“…A recent review revealed only a few comparative studies conducted years ago (e.g., Bahr and Rieth 1989;Strommen 1993;Tanner and Lindquist 1998).…”
Section: Empirical Research On Classroom Goal Structures For Gamingmentioning
confidence: 99%
“…Closely related to the current study is Bahr and Rieth (1989)'s investigation where 46 mildly handicapped junior high school students were assigned to work with partners on a computer-based arithmetic drill-and-practice game. Students practiced with their partners, recorded and graphed daily computer scores, and received points based on the pair's scores (cooperative condition), comparing individual with his/her partner (competitive condition), or individual's self-progress (individualistic condition).…”
Section: Empirical Research On Classroom Goal Structures For Gamingmentioning
confidence: 99%
“…Programs have used flashcards and pencil and paper methods, such as worksheets, recitation and computers. The comparative effectiveness of these modes of delivery has been the focus of a number of studies (e.g., Bahr & Reith, 1989;Christensen & Gerber, 1990;Harrison & Van Dervender, 1992;Williams, 2000). Practice on computers is said to afford some advantages over more traditional delivery modes.…”
Section: Systematic Practicementioning
confidence: 99%