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Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
Mahmood, Munir; Edwards, Phillip – Australian Senior Mathematics Journal, 2009
During the period 1729-1826 Bernoulli, Euler, Goldbach and Legendre developed expressions for defining and evaluating "n"! and the related gamma function. Expressions related to "n"! and the gamma function are a common feature in computer science and engineering applications. In the modern computer age people live in now, two…
Descriptors: Computer Science, Mathematics Instruction, Secondary School Mathematics, Equations (Mathematics)
Lee, Chun-Yi; Chen, Ming-Puu. – Computers & Education, 2009
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts, in order to demonstrate and enhance the connections between viable problem-solving strategies and…
Descriptors: Prior Learning, Problem Solving, Grade 9, Computers
Hsu, Ching-Kun; Hwang, Gwo-Jen; Chuang, Chien-Wen; Chang, Chih-Kai – British Journal of Educational Technology, 2012
Owing to the popularity of computers and computer networks, fostering the web-based problem-solving ability of students has become an important educational objective in recent years. This study attempted to compare the effects of using selected and open network resources on students' intentions with regard to their information system usage by…
Descriptors: Educational Objectives, Problem Based Learning, Problem Solving, Information Systems
Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun – Computers & Education, 2009
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Descriptors: Social Problems, Academic Achievement, Learning Strategies, Problem Solving
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation

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