Mathematics Fluency—More than the Weekly Timed Test

2015 ◽  
pp. 67-89 ◽  
Author(s):  
Ben Clarke ◽  
Nancy Nelson ◽  
Lina Shanley
2011 ◽  
Vol 43 (Suppl 1) ◽  
pp. 930-931
Author(s):  
Taishi Tsuji ◽  
Tomohiro Okura ◽  
Kenji Tsunoda ◽  
Yasuhiro Mitsuishi ◽  
Naruki Kitano ◽  
...  

2002 ◽  
Vol 95 (1) ◽  
pp. 57-67 ◽  
Author(s):  
Nina A. Nabors ◽  
Angela K. Freymuth

Previous research has suggested that children with sickle cell disease may exhibit cognitive deficits even in the absence of direct cerebrovascular involvement (stroke). This study was designed to assess specific attentional deficits in children with sickle cell disease. 12 children with sickle cell disease (Hb SS) with a prior history of stroke, 14 children with sickle cell disease (Hb SS) without evidence of stroke, and 13 similar aged siblings (Hb AA or Hb AS) were compared on measures of attention, intellectual functioning, achievement, and adaptive Functioning, Significant differences were found between children with sickle cell disease (with or without stroke) and healthy controls on a timed test of visual scanning, the Coding subtest of the Wechsler Intelligence Scale for Children—Revised, and subtests of Reading, Arithmetic, and Spelling from the Wide Range Achievement Test-Revised. The differences between children with sickle cell disease and their healthy siblings appear to be the result of strokes rather than sickle cell disease itself as children with sickle cell disease without strokes did not significantly differ from controls. Implications for the effects of sickle cell disease and stroke on academic performance are discussed.


2019 ◽  
Vol 29 ◽  
pp. S105
Author(s):  
L. Alfano ◽  
N. Miller ◽  
M. Iammarino ◽  
M. Moore-Clingenpeel ◽  
M. Waldrop ◽  
...  

Comunicar ◽  
2021 ◽  
Vol 29 (69) ◽  
Author(s):  
Fernando Fraga-Varela ◽  
Esther Vila-Couñago ◽  
Esther Martínez-Piñeiro

In recent years there has been a renewal of educational software encouraged by the incorporation of specific designs based on serious games. Previous studies on their use do not provide conclusive data on the advancement in learning, both at a general level and in specific contents. The main objective of this work is to study the impact of the use of serious games in primary education classrooms, specifically on mathematics fluency, taking into account gamification variables and teaching experience. A quasi-experimental study was carried out with a pretest-posttest design, without a control group and with several experimental groups, involving 284 students from the first to the fourth grade. The results show a significant improvement in mathematics fluency with the use of serious games in the different grades and classroom groups studied. The gamification strategy promotes even greater progress over the classes where it has not been implemented. There is a similar time of use of serious games by both novice and experienced teachers, with better results in mathematics fluency in the case of the second group. It also shows the relationship between the results obtained and the school grades of the students. The findings point to the potential of using serious games designed specifically for school environments and challenge previous work on generational barriers in teachers. En estos últimos años ha habido una renovación del software educativo propiciada por la incorporación de diseños específicos basados en juegos serios. Los estudios previos sobre su uso no ofrecen datos concluyentes sobre el avance en el aprendizaje, tanto a nivel general como de contenidos específicos. El objetivo principal del presente trabajo es conocer el impacto del uso de juegos serios en las aulas de educación primaria, concretamente en la fluidez matemática del alumnado, atendiendo a variables de gamificación y experiencia docente. Se lleva a cabo un estudio cuasi-experimental con pretest-postest, sin grupo control y con varios grupos experimentales, en el que participan 284 estudiantes de primero a cuarto curso. Los resultados muestran una mejora significativa de la fluidez matemática con el uso de juegos serios en los distintos cursos y grupos-aula estudiados. La estrategia de gamificación promueve un progreso aún mayor respecto a las aulas en las que no se ha implementado. Se observa un tiempo de uso similar de los juegos serios por parte de profesores noveles y experimentados, con mejores resultados en fluidez matemática en el caso de los segundos. También se muestra la relación existente entre los resultados obtenidos y las calificaciones del alumnado. Las conclusiones señalan el potencial del uso de juegos serios diseñados específicamente para entornos escolares y cuestionan trabajos previos sobre las barreras generacionales en el profesorado.


2021 ◽  
pp. 179-182
Author(s):  
Alexandra Shires Golon
Keyword(s):  

1998 ◽  
Vol 86 (3_suppl) ◽  
pp. 1257-1258 ◽  
Author(s):  
Jasmine Joncas ◽  
Lionel Standing

This study assessed the performance increment obtainable with small changes in test instructions, using the Digit Symbol subtest of the original Wechsler Adult Intelligence Scale. Scores were raised by 47% ( N = 60) under more explicit instructions than the standard instructions.


2012 ◽  
Vol 49 (8) ◽  
pp. 744-755 ◽  
Author(s):  
Brian C. Poncy ◽  
Christopher H. Skinner ◽  
Elizabeth McCallum

2017 ◽  
Vol 27 ◽  
pp. S235
Author(s):  
N. Miller ◽  
L. Alfano ◽  
K. Flanigan ◽  
S. Al-Zaidy ◽  
C. Tsao ◽  
...  

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