Academic literature on the topic 'Learn to Play Guitar'

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Journal articles on the topic "Learn to Play Guitar"

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Davies, John J., and Timothy J. Hemingway. "Guitar Hero or Zero?" Journal of Media Psychology 26, no. 4 (2014): 189–201. http://dx.doi.org/10.1027/1864-1105/a000125.

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Motivations for, and outcomes of, playing rhythm-based music video games have had little direct study. The current research showed that fantasy-seeking motivations combined with self-esteem to create either unregulated game play habits or an incentive to play a musical instrument in real life. We obtained measures from adult players of rhythm-based music video games (N = 421), regarding their gaming habits, fantasy-seeking motivations, and self-esteem. Regression analyses showed that the interaction of low self-esteem with high fantasy-seeking motivation predicted unregulated game play. Self-e
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Graham, Kevin, and Damian Schofield. "Rock god or game guru: Using Rocksmith to learn to play a guitar." Journal of Music, Technology and Education 11, no. 1 (2018): 65–82. http://dx.doi.org/10.1386/jmte.11.1.65_1.

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Jenson, Jen, Suzanne De Castell, Rachel Muehrer, and Milena Droumeva. "So you think you can play: An exploratory study of music video games." Journal of Music, Technology and Education 9, no. 3 (2016): 273–88. http://dx.doi.org/10.1386/jmte.9.3.273_1.

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Digital music technologies have evolved by leaps and bounds over the last 10 years. The most popular digital music games allow gamers to experience the performativity of music, long before they have the requisite knowledge and skills, by playing with instrument-shaped controllers (e.g. Guitar Hero, Rock Band, Sing Star, Wii Music), while others involve plugging conventional electric guitars into a game console to learn musical technique through gameplay (e.g. Rocksmith). Many of these digital music environments claim to have educative potential, and some are actually used in music classrooms.
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Havre, Sigrid Jordal, Lauri Väkevä, Catharina R. Christophersen, and Egil Haugland. "Playing to learn or learning to play? PlayingRocksmithto learn electric guitar and bass in Nordic music teacher education." British Journal of Music Education 36, no. 1 (2018): 21–32. http://dx.doi.org/10.1017/s026505171800027x.

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This article is based on a case study of how the Rocksmith entertainment music video game can be used in the context of studying electric guitar and bass as part of music teacher training. In empirical terms, we were interested in how music teachers’ knowledge becomes articulated in the pedagogical discourse of our participants. As conceptual points of departure, we used play theory, game studies, and the Technological Pedagogical Content Knowledge (TPACK) model of teacher's knowledge. Four ways of approaching the potential role of Rocksmith in music teacher education stand out as a result. In
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Aminudin, Nur, Fauzi ., Miftachul Huda, et al. "Application program learning based on android for students experiences." International Journal of Engineering & Technology 7, no. 2.27 (2018): 295. http://dx.doi.org/10.14419/ijet.v7i2.27.11574.

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With the advancement of the era that increasingly rapidly affect the pattern of all-dependent life with advanced technology that allows us to do many things in everyday life in accordance with our needs such as using gadgets as a medium of learning. By using Android based gadgets we can use it to learn to play guitar that is supported by the Android application program that presents learning about playing guitar. Using gadgets as a medium of learning is an interesting and very easy. Android application program about learning to play the guitar is facilitate us in learning. Gadget as a medium o
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Torge Claussen, Jan. "Gaming Musical Instruments." Digital Culture & Society 5, no. 2 (2019): 121–30. http://dx.doi.org/10.14361/dcs-2019-0208.

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Abstract This article addresses the relationship between labour and learning a popular musical instrument like the guitar in the specific context of a video game. Most gamification theories promise that using a video game makes it easy to learn (Kapp 2012; Deterding et al. 2011). Even if this holds true, I argue that this kind of playfulness causes some backlash, which I observed during an experiment in which students played the music video game Rocksmith 2014. Learning and playing the guitar through the medium of a video game comes with diverse experiences as well as expectations that are clo
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Kazaka, Lauma, and Ilze Vilde. "Applicability of Digital Learning Strategy “Start Playing the Guitar!” in Solfeg.io Music Education App." International Journal of Smart Education and Urban Society 12, no. 3 (2021): 68–78. http://dx.doi.org/10.4018/ijseus.2021070106.

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The digitalisation of the music classroom has accelerated the development of learning tools that correspond to the mindset and lifestyle of digital generation. Current pedagogical approaches emphasize a diverse and multifunctional use of technology to study music theory, learn to play instruments, and create music on and offline. Solfeg.io music education app is designed according to principles of smart pedagogy that include criteria for a meaningful use of technology in the study process. The app has been developed to meet didactic, cognitive, socioemotional, and technical requirements that c
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Saputra, Haris Tri, Astri Simaremare, and Suwarti. "PERANCANGAN ALAT PEMBELAJARAN KUNCI GITAR BERBASIS ARDUINO DAN ANDROID." Computer Based Information System Journal 7, no. 2 (2019): 36. http://dx.doi.org/10.33884/cbis.v7i2.1315.

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Science and technology are moving, developing in the business world and have significance to human life. This is done with the various facilities provided and provided by companies. One of the technologies used today in the music world is in musical instruments, where the author wants to use tutorial system using Chord on guitar instrument for beginner who want to learn to use guitar, so for beginners do not bother anymore to learn together and know the Chord on a guitar instrument, because the musical instruments that are already under the LED light on each fred guitar that is located under e
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Lalela, Julius Saint Michael, and Yeni Rokhayati. "PEMBUATAN APLIKASI PEMBELAJARAN AKOR DASAR GITAR." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 3, no. 01 (2020): 51–60. http://dx.doi.org/10.30871/deca.v3i01.1985.

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Every person is now easier to express themselves through music. Many music-themed applications can be found on smartphones, including those based on Android. With the rapid development of smartphone technology nowadays, more and more applications are used as learning media. With the rapid development of technology, an application that can help a beginner guitarist learn basic guitar chords, their shape and tone, is needed. Therefore, an application was developed to facilitate beginner guitarists to learn basic guitar chords. In making this application, the software used consisted of Adobe Flas
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Ingham, Peter, and Toru Mitsui. "The search for Sweet Georgia Brown: a case for discographical detection." Popular Music 6, no. 3 (1987): 273–90. http://dx.doi.org/10.1017/s0261143000002324.

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In April 1961 the Beatles made their second trip to Hamburg, West Germany, to play a three-month engagement at the Top Ten Club. At this time the group comprised five members – John Lennon (rhythm guitar), Paul McCartney (rhythm guitar), George Harrison (lead guitar), Stuart Sutcliffe (bass guitar) and Pete Best (drums).
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Dissertations / Theses on the topic "Learn to Play Guitar"

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Zhou, Jiawen. "JChord : An Android application helping people learn guitar chords." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28098.

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Nowadays, a lot of interesting and useful and imaginative applications are springing to Android software market. And for guitar fans, some related apps bring great connivence to them, like a guitar tuner can save people from carrying a entity tuner all the time, some apps can simulate a real guitar, and some apps provide some simple lessons allowing people to learn some basic things. But these apps which can teach people, they can't really “monitor ” people, that is, they just give some instructions and hope people would follow them. So my project is to design an app which can detect if users
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Sabzpoushan, Maryam. "Play to learn : children learning and activity space." Thesis, KTH, Arkitektur, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-96485.

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Play To Learn is an architectural project that aims to create an interwoven series of formal and informal, experimental learning and activity spaces for children between the ages of 3-12 years. Play To Learn creates a new place in an inner city and seaside location where children can come to play, experience, experiment and learn.
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Brooks, Judy. "Wonder, Play, Learn: How Might Students Wonder and Play Their Way into Deep Learning." Research Showcase @ CMU, 2014. http://repository.cmu.edu/theses/70.

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How might we encourage students to "wonder" and “play” their way into deep learning? It is within the context of design education that I explore this question. Design students are expected to develop expertise in designing for wicked problems and long time horizon futures. This requires efficiencies with understanding and navigating complex systems, drawing productively upon vast information resources, agile prototyping skills and evaluative methods, and resilience in a highly iterative, low-­‐signal feedback environment. While experts thrive within the complexity of systems-­‐ level thinking,
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Chan, Gary (Gary Kun). "Playing in place : what planners can learn from play." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90092.

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Thesis: M.C.P., Massachusetts Institute of Technology, Department of Urban Studies and Planning, 2014.<br>Title-page printed portrait; remainder of theses printed landscape. Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 85-88).<br>Public participation, though an integral part of Western contemporary planning practice, is largely viewed as lacking by academics, planning practitioners, and the public at large. The obstacles to more effective planning engagement are abundant: while critique from the lenses of academics and practitioners have been focused in t
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Pasovic, Petrovic Ema. "Games in the Language Classroom-To Play is to Learn." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32839.

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This thesis investigated why games are a helpful tool in the teaching classroom and what methods could be used when teaching with the help of games. The research method was a small-scale research synthesis where former studies were summarized and compared. In addition to this, interviews (with two teachers who had focused on developing their teaching with the help of games) were conducted in order for the research to become as sufficient as possible. An overview of the ways in which games could be beneficial in the classroom has been provided and also the reasons to why they should be used.The
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Kramers, Sara. "Evaluating Coaches’ Program Delivery in Golf Canada’s Learn to Play Program." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/38115.

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The purpose of this Master’s thesis was to evaluate coaches’ program delivery in Golf Canada’s national youth programming, Learn to Play, regarding two components: (a) the consistency of teaching life skills and (b) the quality of program delivery. The Learn to Play program has recently been updated to include an explicit approach to teaching life skills through golf. Data collection included a pre-season interview, three in-season observations, a post-season questionnaire, and a post-season interview. Two articles were written. Using the implicit/explicit continuum of life skills development
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Ye, Yuqi. "A Third Place: For Children(5–7) to Play and Learn." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5475.

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The motivation for this project follows the untimely death of an Asian student last year. Crime rates, especially with regard to young children, are tough social problems happening in a lot of countries. Education and structured play are a key solution related to decreasing these crime rates. In today's educational systems, preschool education should involve family and community, foster mutual cooperation, and provide the best environment for a child's growth to promote their potential development.
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Escobedo, Huanca Isabel, Remon Vanessa Cleofe Huillcas, Torres Lizarraga Jaime Martin Lopez, and Gauna Katia Natalia Solorzano. "Plataforma digital educativa Play and learn para niños de 6 a 12 años." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626255.

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El presente trabajo de investigación contempla la implementación de una plataforma digital educativa que permita mejorar el nivel de desempeño de los niños de 6 a 12 años permitiendo un beneficio de tiempo y ahorro para los padres que continuamente realizan sus actividades y por el nivel de trabajo no cuentan con el tiempo necesario. Se ha realizado un análisis del entorno para evaluar la rentabilidad y si el sector es atractivo o no, y finalmente la cadena de valor de que describe los eslabones claves para generar una experiencia al usuario emocionante. Los procesos relacionados al proyecto
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Hedberg, Joel, and Jack Liikanen. ""If you're gonna play the game, you gotta learn to play it right" : Relationship marketing in the online gambling industry." Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21389.

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Background: The expansion of the Internet has created nearly endless possibilities for innovations in regards to the e-commerce environment. However, as new technologies emerges, so do the competition on the market. The online gambling industry is not an exception to this notion, characterized by numerous providers with more or less identical market offerings. In order to create competitive advantage to ensure economical growth, a need for customer retention instead of acquisition has been identified. Research question: How can the utilization of relationship marketing foster long-lasting and
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Boynewicz, Kara, and C. Pickle. "Play, Move, Learn! How Early Movement Promotes Cognitive Development in the Infant /Toddler Classroom." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/8356.

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Books on the topic "Learn to Play Guitar"

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Somerville, Louisa. Learn to play guitar: Learn to Play. Usborne, 2008.

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Learn to play guitar. Star Fire Books, 2005.

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Somerville, Louisa. Learn to play guitar. Usborne, 1988.

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Pitt, Simon. Learn to play the guitar. Teach Yourself, 2010.

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Simon, Troup, ed. Learn to play the guitar. Teach Yourself, 2010.

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Lopez, Chris. The "first stage" guitar book: Learn how to play guitar easily & quickly. Christopher Winkle Products, 1998.

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Lopez, Chris. The "first stage" guitar book: Learn how to play guitar easily & quickly! Christopher Winkle Products, 2001.

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Learn to play the guitar: A step-by-step guide. Parragon, 2007.

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Learn to play the guitar: A step-by-step guide. Parragon, 2007.

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The complete guitar course: Learn to play in 20 easy-to-follow lessons. Readers Digest Association, 2006.

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Book chapters on the topic "Learn to Play Guitar"

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Khanlari, Ahmad. "Play and Learn." In Creative Dimensions of Teaching and Learning in the 21st Century. SensePublishers, 2017. http://dx.doi.org/10.1007/978-94-6351-047-9_26.

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Cleto, Bárbara, Cristina Sylla, Luís Ferreira, and João Martinho Moura. "“Play and Learn”: Exploring CodeCubes." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-40180-1_4.

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Khan, Mohammed Rajik, Suman Mishra, and S. Prathik Yadav. "Number Maze: Play and Learn." In Smart Innovation, Systems and Technologies. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-5977-4_60.

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Rossen, Lars Hennig. "Play to Learn, Learn to Play: Boundary Crossing Within Zones of Proximal Development." In Children's Play and Development. Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-6579-5_9.

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Hamer, Carol, and Andrew Davison. "Play a Live Opponent with SMS." In Learn Blackberry Games Development. Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2719-9_7.

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Layka, Vishal. "Play with Java and Scala." In Learn Java for Web Development. Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-5984-8_8.

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Amory, Alan. "Learn to Play to Learn: Activity System as Reflection." In Serious Games on the Move. Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-09418-1_4.

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Wiering, Marco, Rafał Sałustowicz, and Jürgen Schmidhuber. "CMAC Models Learn to Play Soccer." In ICANN 98. Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1599-1_66.

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Chu, Philip. "Let’s Play! Scripting the Game." In Learn Unity 4 for iOS Game Development. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4876-7_8.

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Fowler, Allan, and Philip Chu. "Let’s Play! Scripting the Game." In Learn Unity 2017 for iOS Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3174-6_8.

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Conference papers on the topic "Learn to Play Guitar"

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Cavalieri, Lorenzo, Maura Mengoni, and Michele Germani. "A Gesture-Based Application for Aspiring Orchestra Conductors." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59505.

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A product is chosen by users not only for the features it offers but also for the perceived experience of use. This statement widely recognized in literature highlight that key issues for the success of interactive products are the practical, experiential, affective, meaningful and valuable aspects of interaction. In the last years, gesture-based interfaces have been introduced to make the experience of interaction more emotional, intuitive and natural. For this reason, the design and development of products integrated gesture-based interfaces represent a challenging issue. In this context, a
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Din, Herminia Wei-Hsin. "Play to learn." In ACM SIGGRAPH 2006 Educators program. ACM Press, 2006. http://dx.doi.org/10.1145/1179295.1179309.

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Lazem, Shaimaa, and Hussein Aly Jad. "We Play We Learn." In CHI '17: CHI Conference on Human Factors in Computing Systems. ACM, 2017. http://dx.doi.org/10.1145/3025453.3025593.

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Din, Herminia Wei-Hsin. "Play to Learn II." In ACM SIGGRAPH 2007 educators program. ACM Press, 2007. http://dx.doi.org/10.1145/1282040.1282054.

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Rogerson, Melissa J., Martin R. Gibbs, and Wally Smith. "What can We Learn from Eye Tracking Boardgame Play?" In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3130859.3131314.

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Gal-Ezer, Judith, Smadar Szekely, and Rami Marelly. "Plethora of Skills: Play-Learn-Practice-Invent-Share." In ITiCSE '20: Innovation and Technology in Computer Science Education. ACM, 2020. http://dx.doi.org/10.1145/3341525.3393984.

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Torres, Carlos, and Pablo Figueroa. "Learning How to Play a Guitar with the HoloLens: A Case Study." In 2018 XLIV Latin American Computer Conference (CLEI). IEEE, 2018. http://dx.doi.org/10.1109/clei.2018.00078.

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Bunkova, A. D., M. A. Bunkov, and A. V. Tsivilev. "Specificity of learning to play the electric guitar in institutions of additional education." In Scientific achievements of the third millennium. SPC "LJournal", 2018. http://dx.doi.org/10.18411/scc-05-2018-02.

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Utama, Danar Gayuh, Ayu Niza Machfauzia, and Hana Permata Heldisari. "The Innovation Through Mind Mapping to Learn Classical Guitar Interpretation in Facing Industry 4.0." In 3rd International Conference on Arts and Arts Education (ICAAE 2019). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200703.015.

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Fecil'ak, Peter, Katarina Fecil'akova, and Frantisek Jakab. "Networking academy - The way we live, we learn and play." In 2013 IEEE 11th International Conference on Emerging eLearning Technologies and Applications (ICETA). IEEE, 2013. http://dx.doi.org/10.1109/iceta.2013.6674411.

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Reports on the topic "Learn to Play Guitar"

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Zibani, Nadia. Ishraq: Safe spaces to learn, play and grow: Expansion of recreational sports program for adolescent rural girls in Egypt. Population Council, 2004. http://dx.doi.org/10.31899/pgy22.1003.

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Over the past three years, the Ishraq program in the villages of northern El-Minya, Egypt, grew from a novel idea into a vibrant reality. In the process, approximately 300 rural girls have participated in a life-transforming chance to learn, play, and grow into productive members of their local communities. Currently other villages—and soon other governorates—are joining the Ishraq network. Ishraq is a mixture of literacy, life-skills training, and—for girls who have been sheltered in domestic situations of poverty and isolation—a chance to play sports and games with other girls their age and
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Kaffenberger, Michelle, Danielle Sobol, and Deborah Spindelman. The Role of Low Learning in Driving Dropout: A Longitudinal Mixed Methods Study in Four Countries. Research on Improving Systems of Education (RISE), 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/070.

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Using unique longitudinal quantitative and qualitative data, we examine the role that low learning plays in driving dropout in Ethiopia, India, Peru, and Vietnam. Regression analysis using IRT-linked test scores and data on schooling attainment and dropout shows a strong, significant association with one standard deviation higher test scores associated with 50 percent lower odds of dropping out between the ages of 8 and 12, and a similar association between the ages of 12 and 15. Qualitative analysis indicates a direct relationship between low learning and dropout, with children and parents ch
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Roschelle, Jeremy, Britte Haugan Cheng, Nicola Hodkowski, Julie Neisler, and Lina Haldar. Evaluation of an Online Tutoring Program in Elementary Mathematics. Digital Promise, 2020. http://dx.doi.org/10.51388/20.500.12265/94.

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Many students struggle with mathematics in late elementary school, particularly on the topic of fractions. In a best evidence syntheses of research on increasing achievement in elementary school mathematics, Pelligrini et al. (2018) highlighted tutoring as a way to help students. Online tutoring is attractive because costs may be lower and logistics easier than with face-to-face tutoring. Cignition developed an approach that combines online 1:1 tutoring with a fractions game, called FogStone Isle. The game provides students with additional learning opportunities and provides tutors with inform
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