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Katirci, Nihal – ProQuest LLC, 2023
This dissertation seeks to investigate how digital gestures connect to students' mathematical understanding when playing "From Here to There!" (FH2T). This investigation explores the intersection of three fields, game-based learning, embodied cognition, and mathematics education. I used three studies which break down the different…
Descriptors: Mathematics Skills, Cognitive Processes, Game Based Learning, Mathematics Education
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Powers, F. Eamonn; Moore, Robert L. – TechTrends: Linking Research and Practice to Improve Learning, 2021
As interest in the use of games and gaming elements within learning environments grows, educators and designers may find it easier to account for winning than for losing and failure. This scoping review examines the role of failure and loss within game-based instructional interventions. Because of the varied methods and relatively small number of…
Descriptors: Educational Games, Game Based Learning, Failure, Instructional Design
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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
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Chase, Catherine C.; Malkiewich, Laura J.; Lee, Alison; Slater, Stefan; Choi, Ahram; Xing, Chenmu – British Journal of Educational Technology, 2021
It is difficult to motivate learners to seek out and persist at challenging learning tasks where failure is likely. However, in game environments, people seem highly motivated to engage with challenges and respond productively to failure. Many typical game features purportedly enhance intrinsic motivation and self-efficacy, which should improve…
Descriptors: Game Based Learning, Educational Games, Learning Processes, Programming
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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
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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
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An, Yunjo – International Journal of Technology in Education, 2020
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects fail due to poor design. Despite the importance of thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to…
Descriptors: Teaching Methods, Instructional Design, Competition, Game Based Learning