This study investigated the effects of gameplaying on fifth-graders' maths performance and attitudes. One hundred twenty five fifth graders were recruited and assigned to a cooperative Teams-Games-Tournament (TGT), interpersonal competitive or no gameplaying condition. A state standardsbased maths exam and an inventory on attitudes towards maths were used for the pretest and posttest. The students' gender, socio-economic status and prior maths ability were examined as the moderating variables and covariate. Multivariate analysis of covariance (MANCOVA) indicated that gameplaying was more effective than drills in promoting maths performance, and cooperative gameplaying was most effective for promoting positive maths attitudes regardless of students' individual differences.
Comprehension of science topics occurs when learners meaningfully generate relationships and conceptions about what they read. In this generation process, learners' cognitive and metacognitive regulation is one of the most critical factors influencing learning. However, learners are not always successful in regulating their own learning, especially in computer-based learning environments (CBLEs) where they are alone. Based on this rationale, the present study was designed to examine the effects of two scaffolding strategies-generative learning strategy prompts and metacognitive feedback-on learners' comprehension and self-regulation while learning the human heart system in a CBLE. Participants were 223 undergraduate student volunteers. Structural Equation Modeling (SEM) was employed to conceptualize and empirically test a model that explains mediating processes among variables. Results revealed that the combination of generative learning strategy prompts with metacognitive feedback improved learners' recall and comprehension by enhancing learners' self-regulation and better use of highlighting and summarizing as generative learning strategies.
This chapter provides a review of the theoretical bases and international research on the uses of Web 2.0 applications for learning through collaboration. Web 2.0 applications empower users with a venue for personal expression, sharing, communicating, and collaborating with others, thus offering enriched opportunities for learning. In our review, we found evidence of engaging and effective uses of Web 2.0 applications such as blogs, wikis, collaborative documents and concept mapping, VoiceThread, video sharing applications (e.g., YouTube), microblogging (e.g., Twitter), social networking sites, and social bookmarking that applied contemporary and foundational educational theory. We also identified opportunities and challenges associated with learning through collaboration with Web 2.0 applications, which can inform research directions and areas to explore for ECT researchers
The Test Anxiety Scale for Children (TASC) and the Lie Scale for Children (LSC) were administered to 60 children, half of whom were defined by schools as learning disabled. An analysis of covariance indicated that learning disabled subjects were more anxious than their nondisabled counterparts, and that their test anxiety was significantly related to reading and mathematics achievement scores.
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