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Wei Yan – ProQuest LLC, 2023
Given the connection between problem-solving and computational thinking (CT), studying the connections between these two constructs is critical. This study focused on students' computational problem-solving strategies, specifically how they applied conditional logic to solve CT-related puzzles within a game-based learning environment called…
Descriptors: Problem Solving, Computation, Thinking Skills, Game Based Learning
Lili Yan; Chungsoo Na; Jina Kang – Journal of Science Education and Technology, 2024
Collaborative problem-solving (CPS) includes multiple socio-cognitive processes that can be challenging to investigate. Constructing arguments is a key practice at the intersection of CPS and science learning. To understand how students construct arguments and develop science knowledge during CPS, we focus on team synchrony--the extent of…
Descriptors: Persuasive Discourse, Cooperative Learning, Problem Solving, Science Education
Pan, Yanjun; Ke, Fengfeng – Educational Technology Research and Development, 2023
Adopting a pretest-posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students' perceived game flow. Forty-one sixth-grade students participated in the study and…
Descriptors: Game Based Learning, Educational Games, Grade 6, Mathematics Instruction
Emre Zengin; Yasemin Karal – International Journal of Assessment Tools in Education, 2024
This study was carried out to develop a test to assess algorithmic thinking skills. To this end, the twelve steps suggested by Downing (2006) were adopted. Throughout the test development, 24 middle school sixth-grade students and eight experts in different areas took part as needed in the tasks on the project. The test was given to 252 students…
Descriptors: Grade 6, Algorithms, Thinking Skills, Evaluation Methods
Yildiz, Merve; Karal, Hasan – International Journal of Computer Science Education in Schools, 2021
The purpose of this study is to introduce a developed activity which is named "CityMap" and to present an example of the implementation and evaluation process of a computer science unplugged activity through this activity. The aim of this activity is to write algorithms of going from one place to another using step by step instructions.…
Descriptors: Grade 6, Educational Games, Computer Science, Maps
Sercan Özer; Levent Çetinkaya – Educational Policy Analysis and Strategic Research, 2024
This study aimed to gather middle school students' opinions on the utilization of cryptologic methods in education. Using a case study approach, data were collected through a semi-structured interview form developed with expert input. The focus was on the effects of integrating cryptologic methods within the Information Technologies and Software…
Descriptors: Middle School Students, Grade 6, Technology Integration, Information Technology
Akcaoglu, Mete; Jensen, Lucas J.; Gonzalez, Daisy – International Journal of Technology in Education and Science, 2021
Problem solving is an essential skill for students to be successful in life and careers. Students need to use efficient strategies to solve problems effectively. In this basic interpretive qualitative study, we aimed to (a) explore children's problem-solving strategies in a game-based tool (i.e., puzzles), and (b) investigate the troubleshooting…
Descriptors: Children, Grade 5, Elementary School Students, Game Based Learning
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katie Drzewiecki; Cindy Trac; Erin Ottmar – Journal of Interactive Learning Research, 2022
New educational technologies that utilize students' interaction data and visualizations provide a means to expand our understanding of learning processes. In this study, we apply two advanced and novel data visualization techniques, called the "Indivisualizer" and a "Sankey diagram," to explore how middle school students (N =…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
If Only Dia; Zetra Hainul Putra; Gustimal Witri; Dahnilsyah; Ayman Aljarrah – Mathematics Teaching Research Journal, 2024
This study aimed to develop a supplementary mathematics textbook on traditional game-based computational thinking for elementary school students. This textbook was developed using a research and development model consisting of five stages: analysis, design, development, implementation, and evaluation (ADDIE). The mathematical contexts of the…
Descriptors: Game Based Learning, Supplementary Reading Materials, Textbooks, Mathematics Education
Andrea Bertoni; Andrea Maffia – International Journal of Mathematical Education in Science and Technology, 2024
While the development of creativity, or creative thinking, in mathematics is considered important by many researchers, there are several difficulties in implementing creative tasks, especially before secondary school. Within the original context of a mathematical escape game, this paper reports two episodes exemplifying the difficulties met by…
Descriptors: Game Based Learning, Learner Engagement, Mathematics Education, Creativity
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
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
O'Grady-Jones, Mary; Grant, Michael M. – Gifted Child Today, 2023
The purpose of this research was to describe the impact of digital game building on fourth grade gifted and talented students' problem-solving, creativity, and collaboration skills. Increasingly, there has been a call to involve students in real-world experiences through projects that explore authentic issues using technology. Game design-based…
Descriptors: Academically Gifted, Talent, Computer Games, Educational Games
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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