1325262 revision 3
Running head: EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
Effectiveness of Technology on Math Facts Fluency
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EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
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A. RESEARCH TOPIC
The majority individuals would have the same opinion that a key objective of education
must involve the expansion of learners’ comprehension of fundamental mathematical theories
along with procedures. Every student, comprising learners with impairments and students
vulnerable to failure, require gaining the know-how and capabilities that may allow them into
“understanding” math-associated questions which they come across everyday at domicile as well
as in upcoming work incidences. Unluckily, substantial evidence exists to designate that such
goal isn’t being achieved, particularly for kids manifesting learning problems. Because the initial
dispiriting outcomes of arithmetic accomplishment discovered with State Evaluation of
Schooling Progress (SESP) during 1974, insufficient evidence exists to indicate that arithmetic
accomplishment has increased considerably, particularly for learners with impairments (Spinelli,
2012).
The intention for this research is to identify technology effectiveness towards
fundamental arithmetic fluency. As a component of the classroom educational involvement, the
research was carried out with ten learners with fair to stern cognitive impairments registered into
a school of special training. This five-week research employed a solitary-case turnaround plan
(ABAB). Data examination involved visual along with numerical techniques of analysis. Four
major results arose. Foremost, results showed this campaign of having an affirmative impact on
essential math smoothness. Secondly, findings illustrated that trainers discovered that technology
(iPad) contained an affirmative effect on leaner participation as well as concern within content.
Lastly, the results indicate
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how solitary-case approach may be employed to track the effect brought by evidence-centered
practices with special schooling. The findings indicate the technology (iPad) is a valuable tool
for training in educational campaigns with learners of fair to extreme impairments (Glasshead
Productions, 2005).
B. SEARCH METHODS FOR LITERATURE.
Founded onto input as of our professional consultants, our theoretical paradigm, and
realistic concerns, we created methods of literature review, which comprised: inclusion as well
as exclusion procedure to recognize potentially applicable articles, searching strategies into
retrieving articles, theoretical review criteria as well as the scoring system of published
researches for entirety.
Inclusion and Exclusion Criteria
To get regarded as the article which offered evidence about the topic aforementioned, the
article was to tackle the projector variables as well as either content (as quantified through
procedures or results) or expenditure. Additionally, the involvement inside the examination was
to comprise a tactic that might reasonably be initiated by the student. Our concentration was onto
the articles which offered state-of-the-art primary statistics from haphazardly, managed tests;
however we too incorporated methodical reviews into determining whether such had some
supplementary data not included in the primary haphazardly, managed test reports.
We disqualified articles which didn’t fulfill exact standards in form of study as well as
reporting quality. These included:
For trials of intervention;
o
Intervention Unsystemized
o
Inclusion as well as exclusion procedure understandable and fitting
EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
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Exceeding follow-up of 79 percent
o
Note: 2 practices regularly employed to decide the superiority of Unsystemized, managed
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experiment—panacea provision towards the managed group as well as subjects’ blinding—aren’t
appropriate within this circumstances
For methodical reviews;
o
Data source suitable
o
Data source sufficiently searched
o
Inclusion/ as well as exclusion practice apparent and fitting
o
Information abstraction carried out through approximately two autonomous reviewers
o
Main quantifications of impact as well as the techniques of integrating findings appropriate
C. KEY WORDS
Math and technology, Fluency with automacity in math, math difficulty, arithmetical
competency, FASTT Math, Declarative skill,Procedural skill (Martin, 2009).
D. ADDITIONAL KEY WORDS
At-risk students, disabilities(Martin, 2009).
E. RESOURCES USED
During my research, I used Google scholar (https://scholar.google.com/) and online
library
(http://journals2.scholarsportal.info/search?q=effectiveness+of+technology+on+math+fact+fluen
cy&search_in=anywhere&date_from=&date_to=&sort=relevance&peerreviewedchk=true&sub=
) as resources to get information of my topic.
EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
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F. USEFUL KEYWORDS
The words that yielded the most useful results during our research were: FASTT
Mathematics, at risk students, disabilities and Fluency with automacity in math (Martin, 2009).
G. ANNOTATED BIBLIOGRAPHY
Zentall, Z., Wright, K., & Lee, J. (2013). Psychostimulant and Sensory Stimulation Interventions
That Target the Reading and Math Deficits of Students with GBL. Journal of Attention
Disorders. 17(4), p.308-329.
Summary
This piece of writing sought at uncertainty component within GBL as well as the effect it
had towards stimulus and participation. The biographers discovered the field of “improbability”
has not been investigated greatly like other GBL areas. The literature reviewed in this editorial
alleges the predictability level of results may raise dopamine. Levels of Dopamine are linked
onto motivation. Investigation illustrates that learners frequently posses negative outlooks on
uncertainty if presented within academic backgrounds. On the other hand, when improbability
gets presented within games background, interest increases. Additionally, declarative skill
attainment may be improved when feeling is induced. Improbability may be employed to
stimulate emotional reactions.
Research approach
The type of research employed in this study is inductive approach which sought to
discover the effect of uncertainty on student participation in class to improve math fact fluency.
Research techniques
Three separate learners were employed with infants aged 11-15 and youthful adolescents
in the article.
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Study one
The foremost investigation comprised 60 learners having average ages of about 12 years.
Learners did a pc game along with mathematics fact test. The component of improbability and
preference was entrenched inside that game. After game completion 10 learners were selected
randomly and interrogated. From those interviews, 90 percent of these learners chose the unsure
preference inside that game more frequently than a sure choice. Thus these interviews indicated
they chose that preference for the reason that the choice was extra fascinating and involving.
Study two
The 2nd experiment entailed twenty learners having 14 as the mean age. Learners did a
separate PC sport embedded with uncertainty. Learners did inside a battle
setting and conversations plus responses were documented on videocassette. Anchored in the
evaluation of this videocassette footage, the match seemed to generate high degrees of
inspiration for learners. Learners reported the game was equally amusing and irritating due to
uncertainty.
Study three.
The 3rd experiment comprised sixteen adolescents with 28 as the mean age. Members did
a PC sport with improbability set in. While they performed the match electrodes connected onto
each student’s finger quantified electrodermal movement. Their electrodermal increased with
improbability.
Findings
In general, the findings as of the 3 experiments suggest improbability adds importance
onto GBL via raising involvement as well as inspiration.
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Strengths and Weaknesses
The study’s strongest point was that it looked at numerous aspects to estimate
improbability. The tiny sample range for every experiment was a limitation.
Importance of research problem to professional setting
This article is proposes a learning group of practice where learning is a characteristic
procedure made through cooperation, activity, and reflection. Their thoughts are bolstered
through a few studies that use innovation as the specialized device for the group of practice.
Relevance
While I observe on GBL effect the element of improbability has significance. Knowing
the way this element may influence inspiration and participation may be significant in favour of
my study paper.
Burns, M. K., Kanive, R., &DeGrande, M. (2012). Effect of a computer-delivered math fact
intervention as a supplemental intervention for math in third and fourth grades. Remedial
and Special Education, 33(3), 184-191.
http://doi.org/10.1177/0741932510381652
Summary
This critique is founded onto field research that sought on the effect of different goal
systems rooted inside GBL mathematics courses. The 3 goal systems that got investigate
included collaboration, competitive, as well as individualistic. Investigators looked to establish
the way the 3 goal systems influenced attitudes along with performances within the GBL
context. The reviewed literature shows that PC sports have a possibility of making positive
impacts onto the attitudes as well as achievement if employed within mathematics classroom. It
also, was observed that not every game is created identical. The feature of a game together with
EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
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the how games get incorporated within classroom learning contains an effect. The inspiration to
observe different goal systems roots from an inclination of offering social engagements inside
GBL.
Research Approach
The study used a deductive research approach by testing whether a computer can improve
the student’s math fact fluency.
Research Methods
160 fifth grades from eight schools were engaged within this experiment. Learners did
pre and post exams founded onto state harmonized assessments. Learners were haphazardly
allotted to a single of 3 sets: collaborative, competitive otherwise individualistic. Learners
completed a number of drills along with practice classes to strengthen math know-how. The
matches were done as component of learning during four week interlude.
Findings
Learners demonstrated considerable improvement in mathematics accomplishment across
both 3 goal systems contrasted to restricted group, which utilized paper as well as pencil. Also,
there wasn’t a large disparity in mathematics accomplishment involving these goals. The
collaborative goal system showed the maximum effect on outlook towards mathematics.
Strengths and Weaknesses
The strength in this research was observing at different goal systems as well as the
relationship to collective theory of learning. The minute sample range was the limitation. As
well, the inspiration impact wasn’t exclusively founded on this game, however onto the setting in
which it got executed. The research as well solely sought on drill along with practice systems
that might contain an effect on inspiration as well as attitude.
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Importance of research problem to professional setting
The data in this article will be advantageous in sealing the advantages of social learning
over an expansive range of numerous ages. It will likewise give solid proof to how social
learning expands accomplishment. The source is solid, with different references recorded.
Relevance
This piece of writing contributed to my investigation in form of investigating on GBL
effect on basic math.
Burke, M. J., &Curcio, F. R. (2000). The effect technology on learning mathematics for a new
century. Reston, VA: National Council of Teachers of Mathematics.
Summary
This critique sought at research of GBL mathematics program known as Maths Snack.
The reviewed literature in this article suggests that science prolongs to act a growing function in
learning. Constructivist science apps are indicated as having huge effect onto education
contrasted to conventional drill as well as practice techniques. The Mathematics Snack software
got created in particular to aim gaps inside mathematical understanding for mid school learners.
The Mathematics Snack software uses GBL approaches and constructivist teaching techniques.
The aims of this investigation comprised determining if Mathematics Snack initiative had an
effect onto enhancing math know-how on particular aimed areas, as well as evaluating the
Trainers Guides effectiveness that come with the initiative.
Research approach
The authors used an inductive approach in this study since they sought to test the theory
whether technology can influence learning mathematics.
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Research techniques
470 students as well as seventh graders and nine tutors were engaged within this
experiment. The Mathematics Snack program got employed over eight weeks. The restricted
group employed this program devoid of the Trainer Guide. Also, the control experiment group
utilized the system under the Trainer Guide. Statists were collected on mathematics skills means
of pre and post exams. Investigators carried out observations aimed at evaluating the efficacy of
this Trainer Guide.
Findings
The seventh graders demonstrated considerable enhancements in mathematics skills
within mutually CG as well as EG. Likewise, seventh graders demonstrated considerable
improvements inside EG, however not in CG.
Strengths and Weaknesses
The major limitation in this research comprise the haphazard choosing of EG as well as
CG which might end in altering degree of mathematics skill across these groups. The strength is
that the study seems to perform an excellent work of gathering statics founded onto observations
that sought for reliability of teaching.
Importance of research problem to professional setting
This article was a contextual analysis on constructivist instructional outline and its
belongings in a classroom. The information gathered likewise incorporates understudies’
emotions toward this thought. It is a decent article in light of the fact that it examines a particular
occasion in which constructivist hypotheses are connected to instructional outline and how that
plan influenced understudies’ learning and also how it influenced the educator’s direction.
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Relevance
This piece of writing is appropriate for my study for the reason that it investigates GBL
effect on gaining knowledge of math. It may possibly get employed to focus onto the effect of
trainer efficacy on executing GBL.
Morris, M., Lovett, M., & Wolf, M. (2012). Multiple-Component Remediation for Developmental
Reading Disabilities: IQ, Socioeconomic Status, and Race as Factors in Remedial Outcome.
Journal of Learning Disabilities. V.45 (2), p.99-127.
Summary
This editorial was founded onto a research performed by university undergraduates to
look at how Computerize Game-oriented Instruction methods which may be used to influence
Interest cognitive engagement and inspiration. Interest cognitive engagement refers to the
engagement devoted to schemas creation. The reviewed literature says that Computerize Gameoriented Instruction has a potential of increasing inspiration and success. Nonetheless, cognitive
engagement may be very high inside DGBL setting and that might result in reduced inspiration
and success.
Research approach
The research approach used in this study was inductive, that is, to identify the
effectiveness of computer-based teaching on math fact fluency.
Research techniques
The research employed a PC-aided production sport where learners run an undersized
plant. 63 learners took part as the component of an academy course.
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They played the game for 3 hours per week for 8 weeks. The Likert weigh was employed
to estimate inspiration. The sport got built by means of ARC model of motivation by Keller and
data of Interest cognitive engagement.
Findings
The sport contained an affirmative effect on inspiration as well as had contained an
augmentation towards interest cognitive engagement. Interest cognitive engagement is a thing we
must strive to create in students thus that was a positive outcome. The writers deduced that after
ARCs paradigm when creating DGBL aided result in positive effects.
Strengths and Weaknesses
This editorial acts an excellent work of matching game features onto their strategies of
design. This investigation contained a minute sample space which was a weakness.
Importance of research problem to professional setting
In this article Morris, Lovett and Wolf investigate the issues encompassing the changing
field of pre-administration instructor training and the importance of innovation joining in the
substance regions. They tackle a transformative perspective of instruction hypothesis. This can
likewise apply to innovation incorporation as it identifies with separation training in the
connection of internet learning as web learning can incorporate about any substance region.
Relevance
This piece of writing offers about on DGBL sport features which will be beneficial for
my research. Likewise, it explicitly aims of interest cognitive engagement that is valuable.
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Gary, J., House, H., & Stinnett, T. (2012). Evaluating the generalization of math fact fluency gains
across paper and computer performance modalities. Journal of School Psychology. V.50
(3), p.335-345.
Summary
The above article gets founded on a descriptive research carried out with fourth grade
students to find out whether or not an iPad will enhance mathematical capabilities. The reviewed
literature suggested academic hi-tech has had an affirmative impact towards math understanding.
As phone gadgets receive popularity due to features like level of applications it they have,
magnitude, battery lifespan, as well as easiness, the biographers like to discover the effect
towards.
Research approach
This study employed an inductive type of research by trying to test the effectiveness of
computers of math fact fluency.
Research techniques
18 fourth grade learners were engaged during this research. The learners came from civic
primary schools inside a suburban region of southern USA. Every student was either BlackAmerica or Hispanic and 70 percent obtained without charge dinner. This research involved the
learners’ foremost encounter utilizing iPads inside the lecture hall. The learners utilized 2
applications onto an iPad which trained or fostered decimals along with multiplication. Also, the
research happened during 31 days throughout five mathematics classes that took 90-100 minutes
apiece. Three evaluations were provided every one containing a pre as well as post-exam.
Besides pre and post exam information, investigators monitored learners as progressed working
using their apps hunting for engagement level.
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Findings
Learners demonstrated considerable developments from pre and post exams for each of
the 3 evaluations. The suffering students improved above the non-suffering students. Abrupt
response offered by applications and automatic-pacing options got discovered to be the rationales
for assisting the suffering students. Observations showed that applications were normally
engaging even though supplementary components were discovered that might perhaps increase
levels of engagement.
Strength and Weaknesses
The weakness of this study was that its sample space was undersized as well as the time
was small. Secondly, the research didn’t have a controlled group.Thefirst strength was that the
study was comprehensive when covering the impacts of technology on math facts fluency.
Second, this article used pre and post tests to examine math facts fluency of learners after
exposing them to iPad technology. Also, this research sought at an inimitable group, which may
well be regarded as the strength. The final strength is that the study used a comprehensive
analysis of iPad technology to test student skills.
Relevance
The editorial particularly sought on GBL s well as mathematics at a primary stage. Even
though it doesn’t explicitly state game-oriented training, the components of applications
elucidated within this editorial contain game-oriented elements of learning.
Importance of research problem to professional setting
This article joins social perceptions with the parts of media and mass correspondence. It
gives a center towards the impacts of innovation on social cognizance.
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Nelson, P. M., Burns, M., &Kanive, R. (2013). Comparison of a math fact rehearsal and a
mnemonic strategy approach for improving math fact fluency. Journal of School
Psychology.V.51(2), 659-667.
Summary
This piece of writing is founded onto a research that aimed at increasing fluency of
arithmetic fact by means of computer-centered software. The significance of getting a concrete
perception of arithmetic facts got underscored inside this article. It’s useful for learners to
increase such basic skills so as to become victorious in university mathematical subjects. This
research looked explicitly at secondary learners vulnerable for simulation challenges.
Research approach
This editorial made use of an inductive research approach through finding the
effectiveness of computer technology at increasing math fact smoothness.
Research techniques
233 third as well as fourth grade learners were used within this research. The pupils
employed computer-oriented software to exercise their mathematic facts. Learners utilized the
software approximately four times weekly for eight to fifteen weeks. The managed set (MS) of
250 third and fourth grade students employed the similar PC software, however pro a restrained
quantity of duration. Learners within the MS employed the software once weekly for eight
weeks. Pre as well as post examinations were employed to estimate measure accomplishment.
Findings
Learners within the test group manifested greater achievement within fact smoothness
when weighed against the managed team. The utilization of PC-based software to exercise
arithmetic facts got recognized as effective. Conversely, it got observed that it’s not certain
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whether possessing a concrete base in mathematic facts transforms to higher arithmetic
capabilities for such exact students.
Strengths with Weaknesses
This research entailed a greater student’s sample which seems as a strong point. The
study’s weakness includes the restrained population information about the learners engaged
within this research. The book proposed further researches must look narrowly on the execution
of PC system and the way it unites with theoretical learning.
Importance of research problem to professional setting
The data in this article is applicable on the grounds that it talks about the thought inside
Distributed Cognition that sure data can be off stacked from the subjective processors onto an
ancient rarity for simple recovery when required. It likewise proposes that an innovation based
joint effort framework may permit, with the correct set up, gatherings to wind up more
profitable, subsequently supporting the thought that innovation rich learning situations are useful
to the psychological procedure.
Relevance
That’s a concrete research about the effect of PC-based systems onto mathematic
accomplishment at an elementary stage.
Smith, C., Marchand, N., &Martella, R. (2011). Assessing the Effects of the Rocket Math Program
with a Primary Elementary School Student At Risk for School Failure: A Case
Study.Education and Treatment of Children. V.34 (2), p.247-258.
Summary
This piece of writing was founded onto a research that studied the effect of one to one
ratio of mobile gadgets on mathematic accomplishment in learners at elementary classes. If
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learners create a firm basis in mathematic capabilities at an elementary stage they are inclined to
perform well in secondary stage arithmetic classes. A Literature review suggests primary
arithmetic grades increased slightly as of 2003 to 2014 (Glasshead Productions, 2005). During
the latest decades one to one programs particularly with phone gadgets have escalated. This
editorial was hunting for filling a gap within the study about the effect of GBS software
employed on cell phone gadgets (iPad) onto learners success at a primary stage.
Research approach
An inductive approach was used in this since it sought to find out or discover mobile
based tools can increase the learners’ performance and success.
Research techniques
The research employed 107 fifth grade students from Texas. Forty eight learners as of
one college within the managed set (MS) were used. These learners didn’t have right to use
IPad. Also, fifty six learners from the neighboring institution with one to one iPad within the test
group (TG) were used. All learners were offered with pre-tests to identify their arithmetic
capabilities. The test Group learners employed iPad pro approximately a single math operation
daily in a total of one month. The iPad applications used comprised GBS apps, films, and
fundamental manipulative. When the month ended both students got provided with post-tests.
Results
Both sets increased their productivity on mathematical grades. The MS learners
possessed a somewhat bigger achievement within their presentation; however it was not
sufficient to get regarded essential. The research discovered that one to one phone education
tools such as iPad weren’t showed as significant on undergraduate accomplishment.
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Strength and Weaknesses
The sample size of this study was small, making the research to be limited. The main
strength is that the study used the relevant population which mostly faced by math fact fluency
problems.
Importance of research problem to professional setting
This piece of writing and the scorecard introduced is helpful as a beginning stage for
assessing online substance and gives some strong proposals on setting up a web learning
environment. Instructors are to encourage learning and make a protected situation for
understudies to dialog. This is here and there a scarcely discernible difference as educators can
disturb the basic safe environment by not having the capacity to deal with the learning
environment. This is a movement in speculation as instructors are tested to move from educator
focused to instructor as facilitator.
Relevance
This piece of writing is an extremely excellent appropriate concerning my research field.
It tackles mathematic as well sport-centered education. For such specific research, GBS didn’t
pose a noteworthy effect on arithmetic.
Wilson, R., Majsterek, D., & Simmons, D (2012). The Effects of Computer-Assisted Versus
Teacher-Directed Instruction on the Multiplication Performance of Elementary Students
with Learning Disabilities. Journal of Learning Disabilities. 29(4), p.382-390.
Summary
This study examined the effect of a computer based program on students’ math fact
fluency using software known as Computer-Aided Combined Strategic Interpretation (CACSI).
This program was used on learners with impairments. CACSI trains academic strategies such as
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optical imagery, pictorial planners, mnemonics, major thought own-questioning techniques,
along with summarization.
Research approach
This research employed an inductive research method in which the authors sought to
discover the effect of digital system and manual system on math fact fluency.
Research techniques
The writers approached 2 ELA trainers with an integrated 15 learners with impairments.
These learners along with their trainers took part within this experiment. The learners were
divided into 2 classes, one group (the group of intervention) obtained CACSI teaching. Learners
within the group of non-intervention obtained 60-minute meetings, two times per week.
Findings
The findings showed that there is a considerable distinction between understanding
comprehension capability in the midst of those two sets at study conclusion. When those
learners within the group of intervention got interviewed, they said that the CACSI program had
increased their math understanding capability.
Strength and weaknesses
The study used a control group in its investigation which as the strength for this study.
Also, the time used in the study was very plenty which lead to obtaining of more accurate results.
The main weakness in this study is the sample size of students used was very small.
Importance of research problem to professional setting
This piece of writing underpins my exploration center and gives particular samples of
reenactment innovations used in different colleges. It is a decent beginning stage for
investigation of different reenactment innovations through the top notch associate checked on
EFFECTIVENESS OF TECHNOLOGY ON MATH FACT FLUENCY
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references. These writers are exceedingly credentialed, connected with trustworthy medicinal
colleges and the article shows up in an associate surveyed production.
Relevance
This study is relevant and supports my research because it explains the impact of
computer-based technology on students’ fluency skills.
Agodini, R., & Harris, B. (2010). An Experimental Evaluation of Four Elementary School Math
Curricula. Journal of Research on Educational Effectiveness. V.3 (3), p.199-253.
Summary
This book is founded on research that contrasts GBS by means of iPad onto the
utilization of spreadsheets for exercising elementary mathematics facts. That research was
performed within another school environment. The learners were recognized as striving students
in arithmetic. The study evaluated in favor of this book points out classroom managing along
with the affirmative effect that learner participation might have onto it. A study examined in
favor of this editorial sought on pupils with psychological disturbance (PD). The aim included
looking an iPad to be a likely means to raise learner participation and increase success.
Research approach
An inductive technique was used to carry out the study in this article bat trying to
discover the effectiveness of iPad on GBS.
Research techniques
Three learners took part within the research. The learners were seventeen or eighteen
decades of age with PD and small arithmetic grades. Learners exchanged between employing
spreadsheets and different simulation iPad applications. Optical observations involved the major
grounds for collecting information on learner participation.
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Findings
Both learners participated and amount of questioned raised alongside iPad contrasted to
spreadsheets. Instant feedback inside apps for iPad was recognized to be the mainly possible root
behind the grown degree of participation and augmented performance.
Strengths and weaknesses
The research just sought at a single execution of computers which is a weakness. It as
well concentrated on solitary mathematics skill. The strong point in this research involved the
comprehensive evaluation computers as well as the way it increased deep imagination as
contrasted to drilling.
Importance of research problem to professional setting
The piece of writing gave applicable and use data that was effortlessly identified with
certifiable execution and use. This article will be useful in my exploration in the range of cell
phones in instruction. The data gave will empower me to make an immediate association
between the utilization of portable innovations in K-12 instruction and learning hypotheses.
Versatile advances are not right now upheld in my present learning environment but rather
maybe with this data and others an adjustment in may be all together.
Relevance
This suits my study field in form of GBS and arithmetic. The strong point for this
research mightn’t be huge; however the sole populace may be important while I carry on my
study.
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Carr, M., Taasoobshirazi, G., & Stroud, R. (2011). Combined fluency and cognitive strategies
instruction improves mathematics achievement in early elementary school. Contemporary
Educational Psychology.V.36 (4), p.323-333.
Summary
This piece of writing is rooted onto a research that sought about the correlation between
inspiration, participation, and multifaceted question-solving throughout electronic sport-centered
education. Literature evaluated shows game-oriented positioned training settings might
encourage inspiration and participation (Glasshead Productions, 2005). Since games
occasionally offer chances for sophisticated question answering, they may be advantageous for
students. The aim of this research comprised acquiring knowledge that may be valuable for
creators to create advanced DGBS settings.
Research approach
The type of research approach utilized in this study was inductive one since it sought to
identify the correlation between technology and student motivation, engagement solving
complex math problems.
Research techniques
This research had 89 ninenth graders playing the multiplayer web sport for 1 decade. The
sport was a profound encounter where learners acted the position of an investigator responsible
for making a home onto a freshly discovered world. Pre as well as post-trial tools were employed
to evaluate question answering competencies. Moreover, an incentive inventory got employed to
establish inspiration and participation of learners.
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Findings
Motivation as well as participation within DGBL setting contained an effect on question
answering findings. The plan of a sport may have a significant effect on participation as well as
self-effectiveness.
Strengths and Weaknesses
Observing at a huge amount of researches and assessing the information was a strong
point in this editorial. The weaknesses for every study might have a consequence onto the
general analysis.
Importance of research problem to professional setting
This piece of writing explains why many teachers are using only technologies that fit into
their own teaching style, as opposed to using technology to create student-centered activities.
The article explains the importance of the delivery of professional development. This
information will be useful in showing how to begin to implement technology into a social
network classroom. This source is a credible source.
Relevance
Even though this piece of writing doesn’t explicitly address arithmetic, it offers helpful
data about the DGBL impact onto inspiration, participation question solving. Question solving
inside the mathematics classroom prolongs being an area of importance in math learning. This
editorial might act to offer proof of DGBL effectiveness within this area.
H. RESEARCH PROBLEM
Research shows that very many students find it difficult to grasp mathematical skills
using the manual teaching system. Also, a lot of student in many countries record poor
performance due to poor grasping skills and boring class time which is carried out without ant
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devise (Martin, 2009). This is my main research problem for that reason I sought to find out if
technology can have impact math fact fluency. Various researches and experiment have been
conducted previously and they conclude that technology has a positive impact on boosting math
skills for learners. During the research, the trainers revealed that learners demonstrated high
concern within content throughout the phases of intervention and seemed frustrated when going
back to stages of baseline. After all, trainers expressed concern inside the chance to prolong
employing technology inside the class.
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