skip to main content


Title: A Digital Learning Game for Mathematics that Leads to Better Learning Outcomes for Female Students: Further Evidence
Stereotypes about men being better than women at mathematics appear to influence female students’ interest and performance in mathematics. Given the potential motivational benefits of digital learning games, it is possible that games could help to reduce math anxiety, increase self-efficacy, and lead to better learning outcomes for female students. We are exploring this possibility in our work with Decimal Point, a digital learning game that scaffolds practice with decimal operations for 5th and 6th grade students. In several studies with various versions of the game, involving over 800 students across multiple years, we have consistently uncovered a learning advantage for female students with the game. In our most recent investigation of this gender effect, we decided to experiment with a central feature of the game: its use of prompted self-explanation to support student learning. Prior research has suggested that female students might benefit more from self-explanation than male students. In the new study, involving 214 middle school students, we compared three versions of self-explanation in the game – menu-based, scaffolded, and focused – each presenting students with a different type of prompted self-explanation after they solved problems in the game. We found that the focused approach led to more learning across all students than the menu-based approach, a result reported in an earlier paper. In the additional results reported in this paper, we again uncovered the gender effect – female students learned more from the game than male students, regardless of the version of self-explanation – and also found a trend in which female students made fewer self-explanation errors, suggesting they may have been more deliberate and thoughtful in their self-explanations. This self-explanation finding is a possible key to further investigation into how and why we see the gender effect in Decimal Point.  more » « less
Award ID(s):
1661153
NSF-PAR ID:
10400538
Author(s) / Creator(s):
Date Published:
Journal Name:
European Conference on Games Based Learning
Volume:
16
Issue:
1
ISSN:
2049-0992
Page Range / eLocation ID:
339 to 348
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches decimal numbers and operations to 5th and 6th graders. Through data from four published studies of Decimal Point, involving 624 students in total, the authors identified a consistent gender difference that was replicated across all studies – male students tended to do better at pretest, while female students tended to learn more from the game. In addition, female students were more careful in answering self-explanation questions, which significantly mediated the relationship between gender and learning gains in two out of four studies. These findings show that learning games can be an effective tool for bridging the gender gap in middle school math education, which in turn contributes to the development of more personalized and inclusive learning platforms. 
    more » « less
  2. There is an established gender gap in middle school math education, where female students report higher anxiety and lower engagement, which negatively impact their performance and even long-term career choices. This work investigates the role of digital learning games in addressing this issue by studying Decimal Point, a math game that teaches decimal numbers and operations to 5th and 6th graders. Through data from four published studies of Decimal Point, involving 624 students in total, the authors identified a consistent gender difference that was replicated across all studies – male students tended to do better at pretest, while female students tended to learn more from the game. In addition, female students were more careful in answering self-explanation questions, which significantly mediated the relationship between gender and learning gains in two out of four studies. These findings show that learning games can be an effective tool for bridging the gender gap in middle school math education, which in turn contributes to the development of more personalized and inclusive learning platforms. 
    more » « less
  3. Prompted self-explanation, in which learners are induced to explain how they have solved problems, is a powerful instructional technique. Self-explanation can be prompted within learning technology by asking learners to construct their own self-explanations or select explanations from a menu. The menu-based approach has led to the best learning outcomes in the relatively few cases it has been studied in the context of digital learning games, contrary to some self-explanation theory. In a classroom study of 214 5th and 6th graders, in which the students played a digital learning game, we compared three forms of prompted self-explanation: menu-based, scaffolded, and focused (i.e., open-ended text entry, but with a focused prompt). Students in the focused condition learned more than students in the menu-based condition at delayed posttest, with no other learning differences between the conditions. This suggests that focused self-explanations may be especially beneficial for retention and deeper knowledge. 
    more » « less
  4. Mindfulness has been shown in prior studies to be an effective device to help students develop self-regulatory skills, including executive functions. However, these effects have been rarely tested at scale in technology-assisted learning systems such as digital learning games. In this work, we investigate the effects of mindfulness in the context of playing and learning with Decimal Point, a digital learning game for mathematics. We conducted a study with 5th and 6th grade students in which three conditions were compared - the game with short mindfulness meditations integrated, the game with similar-length, age-appropriate stories integrated, and the game in its original form. From the study results, we found no differences in time spent on the game, error rates while playing, or learning outcomes across the three conditions. Embedding mindfulness prompts within the game did not enhance learning or change students’ gameplay behaviors, which suggests that we may not have successfully induced a state of mindfulness or that mindfulness is not beneficial for learning within digital learning games. We discuss the challenges of incorporating individual mindfulness meditations in elementary and middle school classrooms. 
    more » « less
  5. This study examines the relationship between participation in extracurricular college activities and its possible impact on students’ career interests in entrepreneurship and innovation. This work draws from the Engineering Majors Survey (EMS), focusing on innovation self-efficacy and how it may be impacted by participation in various extracurricular college activities. The term self-efficacy as developed by Albert Bandura is defined as “people’s judgment of their capabilities to organize and execute courses of action required to attain designated types of performances” (Bandura, 1986, p.391). Innovation self-efficacy is a variable consisting of six items that correspond to Dyer’s five discovery skills seen as important for innovative behavior. In order to investigate the relationship between participation in certain activities and innovation self-efficacy, the 20 activities identified in the EMS survey were grouped thematically according to their relevance to entrepreneurship-related topics. Students were divided into two groups using K-means cluster analysis according to their innovation selfefficacy (ISE.6) score. Cluster one (C1) contained the students with higher ISE.6 scores, Cluster two (C2) included the students with lower innovation self-efficacy scores. This preliminary research focused on descriptive analyses while also looking at different background characteristics such as gender, academic status and underrepresented minority status (URM). The results show that students in C1 (high ISE.6) have significantly greater interest in starting an organization (78.1%) in comparison to C2 students (21.9%) (X²=81.11, p=.000, Cramer’s V= .124). At the same time, male students reported significantly higher ISE.6 scores (M=66.70, SD=17.53) than female students (M=66.70, SD=17.53) t(5192)=-5.220 p=.000 and stronger intentions to start an organization than female students (15% and 6.1 % respectively). Cluster affiliation representing innovation self-efficacy as well as gender seems to play a role when looking at career interest in entrepreneurship. According to Social Cognitive Career Theory, self-efficacy is influenced by learning experiences. In this work activities referring to hands-on activities in entrepreneurship and innovation are highly correlated with ISE.6 (r=.206, p=.000), followed by non-hands-on exposure to entrepreneurship and innovation. At the same time, students in C1 participated almost twice as often in hands-on activities in entrepreneurship and innovation (28.6%) as compared to students in C2 (15.2%). Interestingly in C1, there were no gender differences in participation in hands-on activities in entrepreneurship and innovation. Overall, female students (M=4.66, SD=2.5) participated in significantly more activities than male students (M=3.9, SD=2.64), t(5192)=9.65 p=.000. All in all, these results reveal interesting insights into the potential benefits of taking part in innovation and entrepreneurship-related activities and their impact on students’ innovation self-efficacy and interests in corresponding careers. 
    more » « less