Research Article
Wala Awad, Linda Galligan, Seyum Getenet
CONT ED TECHNOLOGY, Volume 18, Issue 3, Article No: ep668
ABSTRACT
The integration of online learning games in mathematics education is a rapidly growing area, driven by ongoing technological progress and the recognized potential to improve student learning experiences. Effective technological support is essential for enhancing students’ understanding and engagement in mathematics. This study critically assesses the effectiveness of MangaHigh, an online game-based learning (GBL) resource featuring adaptive learning technology, in an Australian primary school setting. Using a mixed-methods case study approach, data were gathered through surveys completed by 72 year 6 students and a semi-structured interview with their classroom teacher. The results show that the teacher viewed MangaHigh as a tool that encourages student engagement and helps in understanding specific mathematical concepts, aligning with recent research indicating GBL can increase motivation and conceptual understanding. Survey data showed that most students believed MangaHigh assisted their understanding of mathematical concepts. Notably, gender-based differences in perceptions were observed, with more boys than girls perceiving MangaHigh as a helpful tool that makes learning mathematics enjoyable, boosts confidence, and simplifies concepts. However, statistical analysis revealed that these differences were not significant. These findings are placed within current research on digital skills and attitudes. Overall, the results suggest that mathematics teachers should think about incorporating technology into their teaching. The study also emphasizes the need for further research, as current studies on the impact of GBL tools like MangaHigh on primary school mathematics education are still limited.
Keywords: game-based learning, online mathematics resources, primary school, digital technology, MangaHigh
Research Article
Damar Isti Pratiwi, Budi Waluyo
CONT ED TECHNOLOGY, Volume 15, Issue 2, Article No: ep423
ABSTRACT
This study investigated to what degree students can be autonomous in EFL classroom by deploying different digital technologies, including Google Form, Quizizz, Quizlet, Kahoot!, and Socrative, and the efficacy of these tools in online English classrooms. Utilizing a quasi-experimental research design, a sample of 48 first-year railway mechanical technology students from an Indonesian polytechnic was used and assigned to control and experimental groups. Data was gathered through a survey questionnaire and two tests (pre- and post-test), and was analyzed using descriptive statistics, the N-gain formula, the paired-sample t-test and ANCOVA. The results revealed learner autonomy in listening, structure, and reading skills, encompassing self-reliance, information literacy, linguistic confidence, and learning strategy. Digital classes incorporating Google Form, Quizizz, Quizlet, Kahoot!, and Socrative were more effective than traditional classes in terms of learning outcomes. Therefore, this study proposed a learning model utilizing digital technologies and autonomous learning concepts to improve students’ learning outcomes.
Keywords: autonomous learning, digital classroom, digital technology, EFL classroom, online learning
Research Article
Scott A. Courtney, Mary E. S. Miller, Michael J. Gisondo
CONT ED TECHNOLOGY, Volume 14, Issue 4, Article No: ep387
ABSTRACT
The coronavirus pandemic impacted all aspects of society, causing countries and local communities to close workplaces, move schools to remote instruction, limit in-person contact, cancel public gatherings, and restrict travel. Attempts to mitigate COVID-19 through remote instruction provided unique opportunities for researchers to examine the resources teachers utilize to drive their practices. We examine the impacts of the pandemic on grades 6-12 mathematics teachers and math interventionists, with particular attention to teachers’ integration of digital resources. Using purposive sampling, we surveyed 50 participants—across urban, suburban, and rural districts—throughout the United States. The descriptive survey focused on six aspects of teachers’ practices with digital resources. Results indicate that challenges encountered and lessons learned included a lack of student engagement and motivation, increased distractions, and varied access to technology. Integration of technology did not positively impact students’ mathematical proficiency across all teachers. Common resources used across planning of lessons, implementation of instruction, and assessment included the Google platform, Desmos, and GeoGebra. Where appropriate, we situate our results within the larger context of recent international research. These findings support teacher practices that constantly attempt to optimize students’ mathematics and social emotional learning, regardless of the environment or situation.
Keywords: digital technology, remote instruction, teachers’ mathematics practices, students’ social emotional learning