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Norizan Mat Diah; Syahirul Riza; Suzana Ahmad; Norzilah Musa; Shakirah Hashim – Journal of Education and Learning (EduLearn), 2025
Sudoku is a puzzle that has a unique solution. No matter how many methods are used, the result will always be the same. The player thought that the number of givens or clues, the initial value on the Sudoku puzzles, would significantly determine the difficulty level, which is not necessarily correct. This research uses two search algorithms,…
Descriptors: Puzzles, Artificial Intelligence, Problem Solving, Algorithms
Tongxi Liu – Journal of Educational Computing Research, 2024
Addressing cognitive disparities has become a paramount concern in computational thinking (CT) education. The intricate and nuanced relationships between CT and cognitive variations emphasize the needs to accommodate diverse cognitive profiles when fostering CT skills, recognizing that these cognitive functions can manifest as either strengths or…
Descriptors: Executive Function, Computation, Thinking Skills, Data Science
Ruiperez-Valiente, Jose A.; Kim, Yoon Jeon; Baker, Ryan S.; Martinez, Pedro A.; Lin, Grace C. – IEEE Transactions on Learning Technologies, 2023
Previous research and experiences have indicated the potential that games have in educational settings. One of the possible uses of games in education is as game-based assessments (GBA), using game tasks to generate evidence about skills and content knowledge that can be valuable. There are different approaches in the literature to implement the…
Descriptors: Affordances, Game Based Learning, Student Evaluation, Multivariate Analysis
Feng, Mingyu, Ed.; Käser, Tanja, Ed.; Talukdar, Partha, Ed. – International Educational Data Mining Society, 2023
The Indian Institute of Science is proud to host the fully in-person sixteenth iteration of the International Conference on Educational Data Mining (EDM) during July 11-14, 2023. EDM is the annual flagship conference of the International Educational Data Mining Society. The theme of this year's conference is "Educational data mining for…
Descriptors: Information Retrieval, Data Analysis, Computer Assisted Testing, Cheating
Peer reviewedEwbank, William A.; Ginther, John L. – Arithmetic Teacher, 1984
A collection of games and puzzles that teachers can use to replace or supplement the usual textbook subtraction examples involving large numbers is given. Most of the nine activities are self-checking. (MNS)
Descriptors: Algorithms, Computation, Drills (Practice), Educational Games
Peer reviewedHollingsworth, Caroline; Dean, Eleanor – Mathematics Teacher, 1975
Factoring puzzles can be used to review computational technique and build readiness for factoring trinomials. (SD)
Descriptors: Algebra, Algorithms, Experiential Learning, Instruction
Peer reviewedAviv, Cherie A.; Rachlin, Sid – Mathematics Teacher, 1981
A procedure for constructing a magic cube is presented, with related teaching activities appropriate for students familiar or unfamiliar with the algorithm covered. (MP)
Descriptors: Algorithms, College Mathematics, Higher Education, Mathematical Enrichment
Peer reviewedGray, John S. – Journal of Computing in Higher Education, 1994
A detailed analysis and computer-based solution to a puzzle addressing the arrangement of dominoes on a grid is presented. The problem is one used in a college-level data structures or algorithms course. The solution uses backtracking to generate all possible answers. Details of the use of backtracking and techniques for mapping abstract problems…
Descriptors: Algorithms, Computer Assisted Instruction, Computer Science Education, Computer Software
Peer reviewedByrkit, Donald R. – Mathematics Teacher, 1988
Presents number tricks appropriate for use in workshops, mathematics clubs or at other times when stressing recreational mathematics. (PK)
Descriptors: Algorithms, Arithmetic, Computation, Mathematical Formulas
Peer reviewedGray, John S. – Journal of Computing in Higher Education, 1998
Describes use of the little-known Shuttle Puzzle in computer programming to elucidate the process of analyzing a problem and synthesizing observations into an algorithm that can be used to generate a programming solution. The process used to solve the problem reflects one that an expert uses. The method could be adapted for small-group cooperative…
Descriptors: Algorithms, Classroom Techniques, Computer Uses in Education, Cooperative Learning

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