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Fields Changed

Registration

Field Before After
Study Withdrawn No
Intervention Completion Date November 30, 2016
Data Collection Complete Yes
Final Sample Size: Number of Clusters (Unit of Randomization) 12 schools
Was attrition correlated with treatment status? No
Final Sample Size: Total Number of Observations 867 pupils
Final Sample Size (or Number of Clusters) by Treatment Arms 6 treated, 6 control schools
Is there a restricted access data set available on request? Yes
Restricted Data Contact [email protected]
Program Files No
Data Collection Completion Date December 15, 2017
Is data available for public use? No
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Papers

Field Before After
Paper 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 0.56 s.d. in the short term ( just after the intervention) and by 0.17 s.d. in the medium term (1 year after the end of the intervention).
Paper Citation Hirata, Guilherme. "Play to Learn: The Impact of Technology on Students’ Math Performance." Journal of Human Capital 16, no. 3 (2022): 437-459.
Paper URL https://doi.org/10.1086/719846
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