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Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katharine Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2021
We apply an advanced data visualization technique, "Sankey diagram," to explore how middle-school students (N = 343) solved problems in a game-based algebraic notation tool. The results indicate that there is a large variation in the types of students' strategies to solve the problems, with some approaches being more efficient than…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Cassondra M. Eng; Rachel M. Flynn; Erik D. Thiessen; Anna V. Fisher – Grantee Submission, 2023
Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function (EF) in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on EF from experimental research with…
Descriptors: Secondary School Students, Exercise Physiology, Video Games, Game Based Learning
Li, Linlin; Flynn, Kylie S.; DeRosier, Melissa E.; Weiser, Gary; Austin-King, Kelsey – Grantee Submission, 2021
School closures because of natural phenomena, such as COVID-19, have emphasized the importance of effective distance learning strategies when there are no in-person alternatives. Although infrequently mentioned in discussions of student performance, social-emotional skill building came to the forefront of conversations due to the isolation and…
Descriptors: COVID-19, Pandemics, School Closing, Social Emotional Learning
Rahimi, Seyedahmad; Shute, Valerie; Zhang, Qian – Grantee Submission, 2021
Persistence is an important part of student success--both in and out of school. To enhance persistence, we first need to assess it accurately. Digital games can be used as vehicles for measuring and enhancing persistence. The purpose of this study is to test the effects of (a) game-level characteristics (i.e., game mechanics and conceptual…
Descriptors: Educational Games, Computer Games, Game Based Learning, Problem Solving
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Martin, Kit; Horn, Michael; Wilensky, Uri – Grantee Submission, 2019
This paper describes visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that we designed in collaboration with a large American museum. We observed visitors playing the game and talked to them about the experience. The game explores the emergent phenomena of ant behavior. Research has…
Descriptors: Incidence, Schemata (Cognition), Museums, Animal Behavior
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Allison S. Liu; Kirk Vanacore; Erin Ottmar – Grantee Submission, 2022
Feedback in educational technologies can teach and engage students in math, but questions remain on how to present failure feedback that supports positive learning behaviors. We explore how error- and reward-based feedback influenced students' choices to replay completed problems in "From Here to There!," a math game-based educational…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Failure
Sawrey, Katharine; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2020
The concept of equivalence can be elusive to students and can be confounded with unproductive understandings of the equals sign. Using the game-based digital algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among mathematically equivalent states. In…
Descriptors: Mathematical Concepts, Symbols (Mathematics), Game Based Learning, Algebra
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Laffey, James; Griffin, Joseph; Sigoloff, Justin; Sadler, Troy; Goggins, Sean; Womack, Andrew; Wulff, Eric – Grantee Submission, 2019
Mission HydroSci (MHS) teaches water systems and scientific argumentation towards meeting Next Generation Science Standards. MHS is a game-based 3D virtual environment for enacting transformational role-playing, wherein students must learn new knowledge and competencies in order to successfully complete the game missions. MHS was developed for…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Role Playing
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
Kuba, Renata; Rahimi, Seyedahmad; Smith, Ginny; Shute, Valerie J.; Dai, Chih-Pu – Grantee Submission, 2021
Over three years, our research team has designed various learning supports for promoting content knowledge and solving game levels. In this case study, we examined the optimal design and the evaluation of learning support videos for a physics educational game. Often studies focus on investigating the effects of research-based principles without a…
Descriptors: Educational Games, Game Based Learning, Physics, Educational Principles
David W. Braithwaite; Robert S. Siegler – Grantee Submission, 2021
Learning fractions is a critical step in children's mathematical development. However, many children struggle with learning fractions, especially fraction arithmetic. In this article, we propose a general framework for integrating understanding of individual fractions and fraction arithmetic, and we use the framework to generate interventions…
Descriptors: Fractions, Addition, Middle School Mathematics, Middle School Students
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Grantee Submission, 2020
The authors describe Monster, PI, which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors describe…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
McNamara, Danielle S. – Grantee Submission, 2021
An overarching motivation driving my research has been to further our theoretical understanding of how readers successfully comprehend challenging text. This article describes the theoretical origins of this research program and my quest to understand comprehension processes through the use of technology. Coh-Metrix was developed to measure, and…
Descriptors: Educational Research, Reading Comprehension, Difficulty Level, Educational Technology
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Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
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