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Autor/inn/enBouck, Emily C.; Long, Holly
TitelPlaying Games to Promote Fluency: Making Products to Make Gains
QuelleIn: Exceptionality, 30 (2022) 2, S.126-139 (14 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Bouck, Emily C.)
ORCID (Long, Holly)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0936-2835
DOI10.1080/09362835.2021.2006061
SchlagwörterMathematics Instruction; Mathematics Skills; Game Based Learning; Elementary School Students; Multiplication; Accuracy; Time on Task; Educational Games; At Risk Students; Students with Disabilities; Intervention; Grade 3; Grade 4; Grade 5
AbstractMathematical fluency supports maintenance of mathematical skills (Shurr et al., 2019). Multiple interventions support fluency, including the use of games. However, limited research exists exploring games as a means of increasing student fluency in mathematics. In this single case design study, researchers examined the relation between four elementary students' fluency with single-digit multiplication problems and playing the Product Game, which is a game focused on whole number multiplication facts. Researchers found a functional relation between the intervention of playing the game for 10 min and student accuracy with digits and answers on a 1 min multiplication fluency probe. Overall, students also maintained higher digit and answer rates. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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