An Educational Math Game for High School Students in Sub-Saharan Africa

Author:

Oyesiku Damilola,Adewumi Adewole,Misra Sanjay,Ahuja Ravin,Damasevicius Robertas,Maskeliunas Rytis

Publisher

Springer International Publishing

Reference35 articles.

1. Ellis, R.A.: Qualitatively different university student experiences of inquiry: associations among approaches to inquiry, technologies and perceptions of the learning environment. Act. Learn. High Educ. 17, 13–23 (2016)

2. Collins, A., Halverson, R.: Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. Teachers College Press, New York (2018)

3. Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)

4. Koehler, M.J., Mishra, P.: Introducing TPCK. In: Herring, M.C., Mishra, P., Koehler, M.J. (eds.) Handbook of Technological Pedagogical Content Knowledge (TPCK) for Educators, pp. 13–40. Routledge, New York (2014)

5. Thompson, J.M.: Defining the abstract. Game Puzzle Des. 1, 83–86 (2015)

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