2021
DOI: 10.1007/978-3-030-78292-4_28
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Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game

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Cited by 18 publications
(12 citation statements)
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“…Besides that, all kinds of multimedia, watching short instructional videos, and completing associated activities can have a good influence on student learning: animations successfully drive learner attention, hence enhancing the learning experience [30]. Also, students in the game condition had more confidence [31]. These positive research findings indicate that multimedia usage as a sort of blendedlearning approach caters to many learning styles and has been proven to produce better results than typical lecture delivery [32].…”
Section: • After Class: Students Complete Homework Assignments or Oth...mentioning
confidence: 87%
“…Besides that, all kinds of multimedia, watching short instructional videos, and completing associated activities can have a good influence on student learning: animations successfully drive learner attention, hence enhancing the learning experience [30]. Also, students in the game condition had more confidence [31]. These positive research findings indicate that multimedia usage as a sort of blendedlearning approach caters to many learning styles and has been proven to produce better results than typical lecture delivery [32].…”
Section: • After Class: Students Complete Homework Assignments or Oth...mentioning
confidence: 87%
“…The use of AI technologies to enhance students' learning experiences has gained increasing popularity, especially in the last decade (Chassignol et al, 2018;Aslan et al, 2019;Jia et al, 2020;Baker, 2021;Zhai et al, 2021;Zhang and Aslan, 2021). Intelligent gamebased learning systems (Lester et al, 2013;Richey et al, 2021) present significant benefits for practicing math concepts in smart spaces (Pires et al, 2019;Sun et al, 2021), specifically for early childhood education (Skene et al, 2022). Adapting NLP techniques to build various educational applications has been an appealing area of research for quite some time (Meurers, 2012;Blanchard et al, 2015;Lende and Raghuwanshi, 2016;Taghipour and Ng, 2016;Raamadhurai et al, 2019;Cahill et al, 2020;Ghosh et al, 2020).…”
Section: Related Workmentioning
confidence: 99%
“…Our exploration of gender differences has experimentally tested how different game features affect in-game behaviors and learning outcomes for female and male students (Nguyen et al, 2020;Richey et al, 2021). This will hopefully lead to insights as to why Decimal Point has led to gender effects favoring female students.…”
Section: Gender Effectsmentioning
confidence: 99%
“…In particular, we explored which of the forms of prompted self-explanation -menu-based, scaffolded, or focused -led to the best learning and enjoyment outcomes. We wanted to examine whether any forms of prompted self-explanation would disrupt game flow, given that engagement has been shown to explain the learning benefits of Decimal Point compared to a non-game equivalent (Richey et al, 2021). While we focus on the gender results in this paper, we will also summarize the previously reported results.…”
Section: Research Questionmentioning
confidence: 99%