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Albuquerque Mendes, Beatriz Dixo Sousa – ProQuest LLC, 2018
This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding…
Descriptors: Video Games, Computer Software, Error Correction, Problem Solving
Slaven, Lori A. – ProQuest LLC, 2014
Purpose: The purpose of this study was to determine the degree of importance of Harvey et al.'s (1997) 13 problem-solving strategies for making retrenchment decisions on school district budgets as perceived by California superintendents of medium-sized school districts. Methodology: The subjects in the present study were 86 superintendents of…
Descriptors: Decision Making, Superintendents, School Districts, Retrenchment
Scoresby, Jon M. – ProQuest LLC, 2011
The objective of this study was to investigate the effects on a student's metacognition, reflection, and learning in a specifically designed educational simulation supported by unique technology. The simulation allows players' actions to be recorded for the purpose of review to identify mistakes. The simulation also allows students to start at and…
Descriptors: Metacognition, Computer Simulation, Computer Assisted Instruction, Reflection

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