Impact of Technology Games and Activities, Through CBI, on Multiplication Fluency
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Type of Work30 p.
action research papers
ProgramMasters of Education
RightsCollection may be protected under Title 17 of the U.S. Copyright Law. To obtain information or permission to publish or reproduce, please contact the Goucher Special Collections & Archives at 410-337-6347 or email firstname.lastname@example.org.
SubjectsEducation -- Research papers (Graduate)
Mathematics -- Study and teaching (Elementary) -- Research
Educational technology -- Research
Fifth grade (Education) -- Research
The purpose of this study was to determine the effectiveness of a lunchtime intervention involving computer based multiplication practice for fifth grade students struggling with multiplication facts. This study, occurring over 4 weeks, used a pre-test/post-test design in which post-test scores were compared between groups. All students received regular education instruction in mathematics. Students in the treatment group (n = 6) participated in a Lunch Bunch Program 3 times a week. Students in the control group (n = 6) did not participate in the Lunch Bunch Program. The mean fast facts multiplication score, based off of the number of multiplication fact problems from 0-10 correctly completed in five minutes, was significantly higher for the Lunch Bunch group (Mean = 93.00, SD = 6.90) than for the control group (Mean = 68.33, SD = 16.77 [t(10) = 3.33, p < .05]. Limitations and implications for practice and future research are discussed.