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Newton, Kristie J.; Leonard, Jacqueline; Buss, Alan; Wright, Christopher G.; Barnes-Johnson, Joy – Journal of Research on Technology in Education, 2020
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on…
Descriptors: Robotics, STEM Education, Self Efficacy, Student Attitudes
Zirawaga, Victor Samuel; Olusanya, Adeleye Idowu; Maduku, Tinovimbanashe – Journal of Education and Practice, 2017
The use of current and emerging tools in education is becoming a blistering topic among educators and educational institutions. Gaming in education may be viewed as an interference to learning but its role in education is to increase students' motivation and engagement, to enhance visual skills, to improve students' interaction and collaboration…
Descriptors: Educational Games, History Instruction, Program Implementation, Instructional Design
Liu, Zhongxiu; Zhi, Rui; Hicks, Andrew; Barnes, Tiffany – Computer Science Education, 2017
Debugging is an over-looked component in K-12 computational thinking education. Few K-12 programming environments are designed to teach debugging, and most debugging research were conducted on college-aged students. In this paper, we presented debugging exercises to 6th-8th grade students and analyzed their problem solving behaviors in a…
Descriptors: Problem Solving, Middle School Students, Student Behavior, Programming
Ljung-Djärf, Agneta; Åberg-Bengtsson, Lisbeth; Ottosson, Torgny; Beach, Dennis – Environmental Education Research, 2015
This article is part of a larger project focusing upon explanatory illustrations that children encounter in pre- and primary school education. The research questions concerned (a) how preschool children make sense of iconic symbols when placing items of refuse on illustrations of refuse bins in a sorting task and (b) what stumbling blocks they…
Descriptors: Preschool Children, Comprehension, Task Analysis, Pictorial Stimuli
Maina, Michael P.; Maina, Julie Schlegel; Hunt, Kevin – Strategies: A Journal for Physical and Sport Educators, 2016
Often students have a difficult time when asked to use critical thinking skills to solve a problem. Perhaps students have a difficult time adjusting because teachers frequently tell them exactly what to do and how to do it. When asked to use critical thinking skills, students may suddenly become confused and discouraged because the teacher no…
Descriptors: Critical Thinking, Thinking Skills, Problem Solving, Educational Environment
Malkiewich, Laura; Baker, Ryan S.; Shute, Valerie; Kai, Shimin; Paquette, Luc – International Educational Data Mining Society, 2016
Educational games have become hugely popular, and educational data mining has been used to predict student performance in the context of these games. However, models built on student behavior in educational games rarely differentiate between the types of problem solving that students employ and fail to address how efficacious student problem…
Descriptors: Classification, Problem Solving, Educational Games, Models
Ventura, Matthew; Shute, Valerie; Zhao, Weinan – Computers & Education, 2013
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Descriptors: Correlation, Video Games, Computer Assisted Testing, Test Construction
Colautti, Laura; Baldassini, Davide; Colombo, Vera; Mottura, Stefano; Sacco, Marco; Sozzi, Matteo; Corbo, Massimo; Rusconi, Maria Luisa; Antonietti, Alessandro – British Journal of Educational Technology, 2018
An exploratory study aimed at testing CREC, a training programme designed for people with cognitive impairments caused by a stroke, is reported. The goal of the programme is to improve flexibility in thinking through a creative approach based on everyday problems. The programme includes two Serious Games (SGs) developed ad hoc, dealing with the…
Descriptors: Training, Program Effectiveness, Outcomes of Treatment, Educational Games
Yong, Su-Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Information and Communication Technology Education, 2018
This article explores how motivation in computer games could be integrated into mathematics education. The scope of the study was confined to four motivation dimensions, namely challenge, control, complexity and collaboration. A phenomenology study was conducted with the purpose to obtain a common understanding of nine teachers and 11 students…
Descriptors: Computer Games, Mathematics Education, Motivation, Teacher Attitudes
Eichenlaub, Mark – ProQuest LLC, 2018
In this thesis, I study some aspects of how students learn to use math to make sense of physical phenomena. Solving physics problems usually requires dealing with algebraic expressions. That can take the form of reading equations you're given, manipulating them, or creating them. It's possible to use equations simply according to formal rules of…
Descriptors: College Students, College Mathematics, Mathematics Education, Mathematical Applications
Akcaoglu, Mete; Green, Lucy Santos – Educational Technology Research and Development, 2019
In this mixed-methods study, we examined if students benefitted from a game design course offered during an enrichment hour in terms of gains in their system analysis and design skills. Students at a rural middle school in Southeast US (n = 19) attended a 1-hour game design course offered weekly during an academic enrichment class period, for the…
Descriptors: Systems Approach, Computer Games, Design, Rural Schools
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2014
Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…
Descriptors: Identification, Misconceptions, Scoring Rubrics, Educational Games
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2014
This executive summary highlights findings from a larger study that is part of an interrelated series of studies included in the Ready To Learn summative evaluation being conducted by the Education Development Center, Inc.'s (EDC's) Center for Children and Technology and SRI Education's Center for Technology in Learning (EDC/SRI). The purpose of…
Descriptors: Multimedia Instruction, Mathematics Instruction, Problem Solving, Preschool Children

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