Abstract
This paper analyzes the impact of technology use on student math learning using experimental data from Brazil. The technology is a software tool designed for elementary school students to learn and practice arithmetic. Contrary to most interventions in which computer-aided instruction extends the school day, students played the game during class time for about 2 months. First, second, and third graders who used the software increased their score on a math test by 0.56σ in the short term (just after the intervention) and by 0.17σ in the medium term (1 year after the end of the intervention).
Published Version
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