Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Failure | 2 |
| Game Based Learning | 2 |
| Grade 7 | 2 |
| Mathematics Instruction | 2 |
| Middle School Students | 2 |
| Rewards | 2 |
| Academic Persistence | 1 |
| Algebra | 1 |
| Computer Games | 1 |
| Educational Technology | 1 |
| Electronic Learning | 1 |
| More ▼ | |
Author
| Erin Ottmar | 2 |
| Kirk Vanacore | 2 |
| Adam Sales | 1 |
| Alison Liu | 1 |
| Allison S. Liu | 1 |
Publication Type
| Reports - Research | 2 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Education | 2 |
| Grade 7 | 2 |
| Junior High Schools | 2 |
| Middle Schools | 2 |
| Secondary Education | 2 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Kirk Vanacore; Adam Sales; Alison Liu; Erin Ottmar – Society for Research on Educational Effectiveness, 2023
Background: Persisting after experiencing difficulty allows students to work in the upper ends of their zones of proximal development, where most learning occurs (Ventura et al., 2013; Vygotsky & Cole, 1978). Digital educational games promote productive persistence by allowing students to repeat the same or similar problems until they reach…
Descriptors: Academic Persistence, Game Based Learning, Failure, Algebra

Peer reviewed
Direct link
