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Brandon K. Schultz; Steven W. Evans; John Bowditch; Kaitlynn Carter; Emma E. Rogers; Jennifer Donelan; Allison Dembowski – Grantee Submission, 2023
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer- based programs have emerged to address the neurocognitive deficits…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Planning, Skill Development
Jenny Yun-Chen Chan; Avery H. Closser; Vy Ngo; Hannah Smith; Allison S. Liu; Erin Ottmar – Grantee Submission, 2023
Background: Prior work has shown that middle school students struggle with algebra and that game-based educational technologies, such as DragonBox and From Here to There!, are effective at improving students' algebraic performance. However, it remains unclear which aspects of algebraic knowledge shift as a result of playing these games and what…
Descriptors: Game Based Learning, Educational Technology, Mathematics Education, Algebra
Chung, Gregory K. W. K.; Ruan, Ziyue; Redman, Elizabeth J. K. H. – Grantee Submission, 2021
This study conducted an exploratory study to compare children's performance on a video game-based task to their performance on an analogous hands-on physical task. The game involved a slide and concepts of height and friction. For both formats, the number of rounds it took to beat a level and the number of steps used within each round were…
Descriptors: Task Analysis, Performance, Experiential Learning, Educational Games
Katie Bainbridge; Ginny L. Smith; Valerie J. Shute; Sidney D'Mello – Grantee Submission, 2022
Five types of affective supports were designed to induce an appropriate emotional regulation strategy in players of an educational video game. These supports were based on the emotional regulation strategies of situation selection, situation modification, attentional deployment, cognitive change, and response modulation. A series of qualitative…
Descriptors: Educational Games, Affective Behavior, Self Control, Emotional Response
Julianna Washington; Candace Walkington – Grantee Submission, 2024
This article explores the use of Extended Reality (XR) technologies, such as Augmented Reality (AR) and motion capture, in mathematics instruction, specifically focusing on geometry learning. Our research highlights the challenges students face in learning geometry due to its abstract nature and the potential of XR technologies to create…
Descriptors: Mathematics Instruction, Geometry, Physical Environment, Simulated Environment
Shute, Valerie; Lu, Xi; Rahimi, Seyedahmad – Grantee Submission, 2021
Stealth assessment is intended to not only measure important competencies, but also to support their development during gameplay or within other types of immersive learning environments. It uses evidence-centered assessment design to create the models (Mislevy, Steinberg, and Almond 2003), in conjunction with a statistical scoring and accumulation…
Descriptors: Student Evaluation, Game Based Learning, Evidence Based Practice, Evaluation Methods
Alexa C. Budavari; Heather L. McDaniel; Antonio A. Morgan-López; Rashelle J. Musci; Jason T. Downer; Nicholas S. Ialongo; Catherine P. Bradshaw – Grantee Submission, 2025
Retention of early career teachers is a critical issue in education, with burnout and self-efficacy serving as important precursors to teachers leaving the field. An integration of the PAX Good Behavior Game (GBG; Barrish et al., 1969) and MyTeachingPartner (MTP; Allen et al., 2015) was tested in a randomized controlled trial (RCT) to investigate…
Descriptors: Randomized Controlled Trials, Followup Studies, COVID-19, Pandemics
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction
Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
Allison Liu; Jenny Yun-Chen Chan; Ji-Eun Lee; Lauren E. Decker-Woodrow; Shihfen Tu; Adam Sales; Craig A. Mason – Grantee Submission, 2022
The current study investigated how prior knowledge moderated the effects of three educational technologies ("From Here to There," "DragonBox 12+," and problem sets in "ASSISTments") on seventh-grade students' later algebraic knowledge. Pretest scores only moderated effects of "From Here to There," with…
Descriptors: Prior Learning, Program Effectiveness, Game Based Learning, Intervention
Joy Lorenzo Kennedy; Claire G. Christensen; Tiffany Salone Maxon; Sarah Nixon Gerard; Elisa B. Garcia; Janna F. Kook; Naomi Hupert; Phil Vahey; Shelley Pasnik – Grantee Submission, 2022
Informational text--resources whose purpose is to inform--is essential to daily life and fundamental to literacy. Unfortunately, young children typically have limited exposure to informational text. Two 9-week randomized controlled trials with 263 first-grade children from low-income communities examined whether free educational videos and digital…
Descriptors: Elementary School Students, Grade 1, Low Income Students, Literacy
Danielle S. McNamara; Tracy Arner; Reese Butterfuss; Ying Fang; Micah Watanabe; Natalie Newton; Kathryn S. McCarthy; Laura K. Allen; Rod D. Roscoe – Grantee Submission, 2022
The Interactive Strategy Training for Active Reading and Thinking (iSTART) game-based intelligent tutoring system (ITS) was developed with a foundation of comprehension theory and principles of learning science to improve students' comprehension of complex scientific texts. iSTART has been shown to improve reading comprehension for learners from…
Descriptors: Reading Strategies, Reading Instruction, Reading Programs, Reading Comprehension
Seyedahmad Rahimi; Valerie J. Shute; Curt Fulwider; Katie Bainbridge; Renata Kuba; Xiaotong Yang; Ginny Smith; Ryan S. Baker; Sidney K. D'Mello – Grantee Submission, 2022
Learning does not automatically occur by playing educational games; instead, learning opportunities should be carefully designed in such games. For instance, research has indicated the importance of embedding learning supports within educational games to promote learning and other outcomes (e.g., enjoyment). However, more research is needed to…
Descriptors: Educational Games, Time Factors (Learning), Instructional Design, Problem Solving
Ying Fang; Tong Li; Linh Huynh; Katerina Christhilf; Rod D. Roscoe; Danielle S. McNamara – Grantee Submission, 2023
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has…
Descriptors: Literacy, Student Evaluation, Educational Games, Literacy Education
Kylie S. Flynn; Linlin Li; Chun-Wei Huang; Ruchita Patel; Kim Luttgen; Shuangting Yang; Eunice Chow – Grantee Submission, 2024
We used a cluster-randomized controlled trial to examine the impacts of a technology- and game-based social-emotional program, the "Adventures Aboard the S.S. GRIN" ("Adventures"), on students' social skills development. Eighty-eight third-grade classrooms (N = 1645 third-grade students) across four California public school…
Descriptors: Social Emotional Learning, COVID-19, Pandemics, Technology Uses in Education