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de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational__ Technology & Society, 21(2), 74-84.
Gersten, R., Beckmann, S., Clarke, B., Foegen, A., Marsh, L., Star, J. R., & Witzel, B. (2009). Assisting students struggling with mathematics: Response to Intervention (RtI) for elementary and middle schools (NCEE 2009-4060). Washington, DC: National Center for Education Evaluation and Regional Assistance, Institute of Education Sciences, U.S. Department of Education. Retrieved from http://ies. ed.gov/ncee/wwc/publications/practiceguides/.
Hudson, T. (2017). Six strategies to reach, teach, and close math gaps for Latino English language learners in elementary and middle school. Bellevue, WA: DreamBox Learning.
Olkun, S., Altun, A., & Smith, G. (2005). Computers and 2D geometric learning of Turkish fourth and fifth graders. British Journal of Educational Technology, 36(2), 317-326.
Pope, H., & Mangram, C. (2015). Wuzzit Trouble: The Influence of Digital Math Game of Student Number Sense. International Journal of Serious Games, 2(4).
Schifter, C. C. (2013). Games in learning, design, and motivation. In M. Murphy, S. Redding, & J. Twyman (Eds.), Handbook on Innovations in Learning (pp. 149-164).
Willis, J. (2006). _Research-based strategies to ignite student learning. _Alexandria, VA: ASCD.
Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.