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Grade Four
A Quantitative Study of abcya.com educational website
Introduction
In the words of Allenby and Sarewitz (2011): "technology is not just a matter of innovation;
it is also a matter of adoption by a critical mass of users, and it co-evolves with cultural,
economic, political and other domains, each of which continually affects, and is in turn
Nowadays people are affected by many factors around them and their lives are changing
every minute and even every second because of technology. The most unique effect occurred
on human beings is technology. As was mentioned by some authors that said the world today
as exiting in an information age and an era of network societies (Bann and Rowley 2008:
Today's world can be recognized as the cyber and computerized world that found with
The continuing growth of technology around the world is considered to be one of the
strongest and powerful growth happing in the world in the forty years. Technology is an
education that has been rising rapidly over the last years.
Technology develops yearly, each year there is a new method and new information to be
learned. It is offering a strong way of connecting and communicating people with each other
all over the world. Every company and institute depending on technology and the cyber
world and most of those companies spend a huge amount of investments in the digital and
Technology is not only a tool that can go by itself, but it also needs moral vision and
commitment to the whole world and society and to place what is important and valuable.
Technology has transformed many sectors around the world and one of the most important
sectors in the education field. It has a huge effect on education, and it was remarkable the
change that occurred on education when technology was used and how it is improving the
Modern technology provides an opportunity for change towards schools, educators, and even
more on subjects. It has a great effect on teaching and learning. Implementing technology on
There is a remarkable outburst in schools around the world in the use of technology with all
learning has been developed more and more throughout years to enhance teaching and
learning abilities.
Teachers and educators are using information technology as a source and a tool to integrate
their work and to improve class management, curriculum enhancements, lesson planning and
learnings methods. Moreover, technology has developed learning levels by using it with other
subjects to support the teaching activities, student’s experience of learning and to improve
The main idea of including technology into the education sector is to modernize the school
and improve skills and performances of students, and these days learning has been known as
cooperative and hands-on activities; it evolves using a lot of methods to be able to send the
required skills to students. Playing while learning has been known to be on the most effective
ways to teach especially early students, it means learning, communication with them. A
school is a place of learning and education and modern schools are evolving and developing
with their methods of teaching and here the technology comes to support teaching and
students to make them able to understand in an easier and more encouraging way. The new
accommodate learners and educators, and here when schools put into practice the teaching
Technology has been a major aspect in developing and teaching many areas especially
Mathematics around schools and more specifically among the primary cycle. Many
applications have been used to support and enhance the teaching methods of Mathematics
among students. Moreover, using educational online games has been known to be a major
Therefore, the aim of this research is to examine the effects of the use of web-based games on
Education sector is facing a huge increase usage of the information technology, multimedia,
videos, and we-based games (WBG). WBG offers a very interesting chance for
improvements of learning levels by giving students ready websites that allows them to learn
Currently, schools have seen that technology can change the learning levels and
performances especially in the way teachers teach and students learn, but it still lacks
evidence that will support this theory as was mentioned by Surry and Land, 2000: “teachers’
The topic was selected to research about implications of educational applications and web-
based games to examine the effects on the student's level of learning and the academic
achievements on studying math areas as numbers and operations using abcya.com. The study
emphasizes the uses of applications and web-based games for primary students in Al Ain
schools.
Research Objective:
The purpose of this research from the author's point of view is to examine the effects of web-
based games (WBG) on teaching primary students especially grade four while learning
The study is to obtain an insight into the current development of student's level of learning
Moreover, this study is about examining the effects of educational application and web-based
games instead of using the traditional paper worksheets on primary students in one content
area that is numbers and operations. Stating if the educational applications and web-based
games enhance learning towards primary students will provide a shred of significant evidence
in this study.
For the above-mentioned purpose, this research will take a huge opportunity to declare and
The goal of the study to examine effects of technology on students and the main aim is to use
engage students more into the learning process. The researcher observes that primary students
3. How does the use of educational applications “WBG” for teaching numbers and
of learning that can be used and applied in the classrooms of any school sector. As such,
improving student's learning at numbers and operations can help schools and educators
develop and create a better way of teaching and a better curriculum to adopt for primary
students.
In addition, the findings of the study could be generalized to be applied to a wider population,
but if the findings were questionable, then the researcher will propose future study areas for
more testing.
Definitions of Terms
Educational applications (E-app): they are educational software or computer applications that
are created to serve and assist educators and students in improving learning levels.
Web-based games (WBG): it's an online game that is played via tablets, iPad or a computer
using a web browser over the internet. It is written in web browser languages like HTML or
PHP. These games have educational purposes to help students engage more in learning and
studying.
Many limitations to the study are observed from the researcher's analysis, a very large
number of populations included, due to that only specific classrooms will be tested to the
case study and results can't be generalized to all schools in Al Ain schools. In addition,
teachers may not be well trained on how to use educational applications and web-based
At this research there are many assumptions to point out as the technology is used in most of
the classrooms nowadays, student's mathematics background and knowledge are high at the
primary levels. Moreover, the E-app and WBG are available in most areas and used in the
primary grades.
References:
Newby, L. S., Hite, J. M., Hite, S. J., & Mugimu, C. B. (2013). Technology and education:
ICT in Ugandan secondary schools. Education and Information Technologies, 18(3), 515-
530. doi:http://dx.doi.org.ezproxy.uaeu.ac.ae/10.1007/s10639-011-9180-x
Smith, P. (2018, Oct 05). TECHNOLOGY. The Australian Financial Review Retrieved from
https://search-proquest-com.ezproxy.uaeu.ac.ae/docview/2116055913?accountid=62373
Allenby, B. R. & Sarew, D., 2011, The techno-human condition, The MIT Press, Cambridge.
Sămărescu Nicoleta, 2011, ‘How Can Technology Improve Math Learning Process, doi:
https://doi.org/10.1016/j.sbspro.2011.01.055