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Tetourová, Tereza; Hannemann, Tereza; Javora, Ondrej; Volná, Kristina; Šisler, Vít; Brom, Cyril – Journal of Computer Assisted Learning, 2020
We explored whether problem-solving interactivity within an instructional game fosters learning for children aged 8-10 years. Participants (N=139) studied a biological topic either through a game-based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which…
Descriptors: Problem Solving, Educational Games, Children, Instructional Effectiveness
Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
Chen, Hsiu-Ling; Chuang, Yun-Chi – Journal of Computer Assisted Learning, 2021
The present study introduced Ren'py software as a digital storytelling (DST) tool to explore the effective use of digital game design learning in promoting critical thinking among high school students. A sample of 46 high school students enrolled in "Thinking Utopia," an elective course in critical thinking for civics education, was put…
Descriptors: Story Telling, Educational Games, Computer Games, High School Students
Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education
Lee, Sungwoong; Ke, Fengfeng – Journal of Computer Assisted Learning, 2019
A promising method to support game-based learning is to facilitate learners' externalization of cognitive and metacognitive processes. Externalizing Problem Representation (EPR) refers to a cognitive behaviour in which a learner constructs her own representations overtly. The purpose of this study is to investigate whether learning supports…
Descriptors: Teaching Methods, Computer Assisted Instruction, Mathematical Concepts, Computer Games
Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving

Catterall, P.; Lewis, R. – Journal of Computer Assisted Learning, 1985
Documents the educational use of spreadsheets through a description of exploratory work which utilizes spreadsheets to achieve the objectives of Conway's Game of Life, a scientific method game for the development of problem-solving techniques. The implementation and classroom use of the spreadsheet programs are discussed. (MBR)
Descriptors: Computer Software, Educational Games, Elementary Secondary Education, Literature Reviews