Play to Learn: The Impact of Technology on Students’ Math Performance
利用巴西实验数据,分析课堂内使用算术游戏软件对小学生数学成绩的短期和中期影响,发现成绩分别提升0.56σ和0.17σ。
This paper analyzes the impact of technology use on student math learning using experimental data from Brazil. The technology is a software tool designed for elementary school students to learn and practice arithmetic. Contrary to most interventions in which computer-aided instruction extends the school day, students played the game during class time for about 2 months. First, second, and third graders who used the software increased their score on a math test by 0.56σ in the short term (just after the intervention) and by 0.17σ in the medium term (1 year after the end of the intervention).