Search results for author:"Michael Evans"
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New Directions for Child and Adolescent Development Vol. 139 (2013) pp. 21–30
Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on...
School-Wide Adoption of a Mathematics Learning Game in a Middle School Setting: Using the TPACK Framework to Analyze Effects on Practice
Asia-Pacific Education Researcher Vol. 24, No. 3 (2015) pp. 495–504
This case study uses the Technological Pedagogical Content Knowledge (TPACK) framework to describe how teachers from two contiguous school districts in southwest Virginia implemented "The CandyFactory," an iPad-specific learning game that...
Educational Media International Vol. 52, No. 1 (2015) pp. 47–57
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine...
Anderson Norton; Jesse L. M. Wilkins; Michael A. Evans; Kirby Deater-Deckard; Osman Balci; Mido Chang
Mathematics Teaching in the Middle School Vol. 19, No. 6 (February 2014) pp. 352–358
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical...
Education and Information Technologies Vol. 21, No. 5 (2016) pp. 1283–1297
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research ...