Gamification
The effectiveness of collaborative gamification on academic engagement and perceived enjoyment in mathematics education

R. Badri Gargari; H. Dehghanzadeh; H. Habibi; Z. Arkani

Volume 19, Issue 4 , October 2025, , Pages 991-1002

https://doi.org/10.22061/tej.2026.12089.3233

Abstract
  Background and Objectives: The use of effective teaching methods for delivering educational content, particularly in mathematics education, has always been a key concern in educational systems. Research evidence indicates that low levels of active student participation and a decrease in positive emotional ...  Read More

Educational computer games
The Impact of the Developed Digital Game "CHAKMEH" on Facilitating the Learning of Procedural Addition and Subtraction among Second-Grade Elementary Students

F. Esfandiyar; K. Salehi; F. Seraji

Volume 19, Issue 3 , July 2025, , Pages 669-684

https://doi.org/10.22061/tej.2026.11396.3146

Abstract
  Background and Objectives: The rapid transformation in technology and the evolving lifestyles of the new generation have significantly exposed today's students to the "digital divide." This divide has led students to seek more interactive, engaging, and personalized learning methods. Digital educational ...  Read More

Electronic learning- virtual
The Role of Technology on the Mathematics Learning

E. Aminifar; B. Saleh Sedghpour; F. Valinejad

Volume 5, Issue 3 , July 2012, , Pages 159-166

https://doi.org/10.22061/tej.2011.234

Abstract
  To investigate the impact of technology on the mathematics learning, female students of two mathematics classes who studying at pre-university level in Torkamanchay, were selected as experimental and control group. Graph subject was taught to the experimental group by NEWGRAPH software (a kind of dynamic ...  Read More