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Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
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
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina – Computers in the Schools, 2014
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Descriptors: Educational Games, Computer Games, Educational Environment, Educational Needs
McBride, Holly – Social Studies, 2014
Students in this post-industrial technological age require opportunities for the acquisition of new skills, especially in the marketplace of innovation. A pedagogical strategy that is becoming more and more popular within social studies classrooms is the use of computer and video games as enhancements to everyday lesson plans. Computer/video games…
Descriptors: Social Studies, Computer Games, Video Games, Teaching Methods
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found…
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development
Eseryel, Deniz; Ge, Xun; Ifenthaler, Dirk; Law, Victor – Journal of Educational Computing Research, 2011
Following a design-based research framework, this article reports two empirical studies with an educational MMOG, called "McLarin's Adventures," on facilitating 9th-grade students' complex problem-solving skill acquisition in interdisciplinary STEM education. The article discusses the nature of complex and ill-structured problem solving…
Descriptors: Educational Games, Problem Solving, Followup Studies, Skill Development

Pillary, Hitendra; Brownlee, Joanne; Wilss, Lynn – Journal of Research on Computing in Education, 1999
A qualitative approach was used to examine the cognitive processes students engaged in while playing recreational computer games. Participants were 21 high school students. Results indicated that players practiced complex cognitive processes such as interpreting explicit and implicit information, inductive reasoning, metacognitive analysis, and…
Descriptors: Abstract Reasoning, Cognitive Processes, Computer Games, Critical Thinking

Edwards, Laurie D. – Journal of Mathematical Behavior, 1992
Two studies to determine how students interact with two microworlds that reflect a constructivist view of learning investigated students' goals during interaction, strategies utilized to achieve their goals, changes in goals during interaction, and common patterns of interaction and learning. Concludes that well-designed games enable students to…
Descriptors: Cognitive Processes, Cognitive Style, Computer Assisted Instruction, Computer Games

Leutner, Detlev – Learning and Instruction, 1993
System-initiated adaptive advice and learner-requested nonadaptive background information were investigated in computer simulation game experiments with 64 seventh graders, 38 college students, and 80 seventh and eighth graders in Germany. Results are discussed in terms of theories of problem solving, intelligence, memory, and information…
Descriptors: Background, Cognitive Processes, College Students, Computer Assisted Instruction
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers