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Liu, Min; Cai, Ying; Han, Songhee; Shao, Peixia – Journal of Learning Analytics, 2022
Research on learning analytics (LA) has focused mostly at the university level. LA research in the K-12 setting is needed. This study aimed to understand 4,115 middle school students' learning paths based on their behavioural patterns and the relationship with performance levels when they used a digital learning game as their science curriculum.…
Descriptors: Learning Analytics, Navigation, Game Based Learning, Middle School Students
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
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
Rachelle Emily Rawlinson; Nicola Whitton – Electronic Journal of e-Learning, 2024
The increasingly neoliberal course of Higher Education is linked to rises in student anxiety around assessment and increased fear of the consequences of failure. Making mistakes is an inevitable part of any learning process (and of life generally) and managing failure in a productive and positive way is crucial for success and wellbeing beyond…
Descriptors: Educational Games, Play, Failure, Learning Processes
Gwo-Jen Hwang; Hsin Huang; Hui-Yun Chen – Education and Information Technologies, 2025
Enhancing students' civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital…
Descriptors: Civics, Positive Attitudes, Learning Processes, Behavior
Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
Nur, Andi Saparuddin; Kartono, Kartono; Zaenuri, Zaenuri; Rochmad, Rochmad – Participatory Educational Research, 2022
The integer is a basic concept in studying arithmetic and algebra. However, students still frequently experience misconceptions, especially in negative integer, count operations. Traditional games are activities that are often carried out by students in coastal areas so that they are relevant to be used as a tool to construct learning trajectories…
Descriptors: Learning Processes, Elementary School Students, Grade 6, Preadolescents
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
Talandron-Felipe, May Marie P.; Rodrigo, Ma. Mercedes T. – Research and Practice in Technology Enhanced Learning, 2021
The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving…
Descriptors: Problem Solving, Physics, Educational Games, Learning Processes
Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior

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