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Creators/Authors contains: "Nguyen, Huy Anh"

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  1. 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. 
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  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. 
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  3. 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