Confrustion, a mix of confusion and frustration sometimes experienced while grappling with instructional materials, is not necessarily detrimental to learning. Prior research has shown that studying erroneous examples can increase students’ experiences of confrustion, while at the same time helping them learn and overcome their misconceptions. In the study reported in this paper, we examined students’ knowledge and misconceptions about decimal numbers before and after they interacted with an intelligent tutoring system presenting either erroneous examples targeting misconceptions (erroneous example condition) or practice problems targeting the same misconceptions (problem-solving condition). While students in both conditions significantly improved their performance frommore »
Confrustion and Gaming while Learning with Erroneous Examples in a Decimals Game
Prior studies have explored the potential of erroneous examples in
helping students learn more effectively by correcting errors in solutions to
decimal problems. One recent study found that while students experience more
confusion and frustration (confrustion) when working with erroneous examples,
they demonstrate better retention of decimal concepts. In this study, we
investigated whether this finding could be replicated in a digital learning game.
In the erroneous examples (ErrEx) version of the game, students saw a
character play the games and make mistakes, and then they corrected the
characters’ errors. In the problem solving (PS) version, students played the
games by themselves. We found that confrustion was significantly, negatively
correlated with performance in both pretest (r = -.62, p < .001) and posttest (r =
-.68, p < .001) and so was gaming the system (pretest r = -.58, p < .001, posttest
r = -.66, p < .001). Posthoc (Tukey) tests indicated that students who did not see
any erroneous examples (PS-only) experienced significantly lower levels of
confrustion (p < .001) and gaming (p < .001). While we did not find significant
differences in post-test performance across conditions, our findings show that
students working with erroneous examples experience consistently higher levels
of confrustion in both game and non-game contexts.
- Award ID(s):
- 1661153
- Publication Date:
- NSF-PAR ID:
- 10157509
- Journal Name:
- Proceedings of the 21st International Conference on Artificial Intelligence and Education
- Volume:
- 21
- Sponsoring Org:
- National Science Foundation
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