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Mindfulness in a Digital Math Learning Game: Insights from Two Randomized Controlled Trials
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- Additional Information
- Availability:
Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail:
[email protected]; Web site: https://www.wiley.com/en-us
- Peer Reviewed:
Y
- Source:
24
- Sponsoring Agency:
National Science Foundation (NSF), Division of Research on Learning in Formal and Informal Settings (DRL)
- Contract Number:
1661121
- Education Level:
Elementary Education
Junior High Schools
Middle Schools
Secondary Education
Grade 5
Intermediate Grades
Grade 6
- Subject Terms:
- Accession Number:
10.1111/jcal.12971
- ISSN:
0266-4909
1365-2729
- Abstract:
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains unexplored. Objectives: We investigated the learning benefits of integrating mindfulness exercises in a digital math learning game and examined how students' trait mindfulness might moderate the outcomes. Methods: Two classroom studies were conducted with 404 5th and 6th grade students from six public schools in the U.S. (n[subscript Study 1] = 227, n[subscript Study 2] = 177). The two randomized controlled experiments assigned students to one of the three conditions: passive control (playing the digital learning game "Decimal Point"), story-enriched active control, or mindfulness-enriched condition. Trait mindfulness, learning gains, and in-game problem-solving (including problem-solving duration, error count and correctness after reminder) were assessed. Study 2 included a manipulation check to better understand the effects of the mindfulness intervention. Results: Findings showed no significant differences in learning gains, problem-solving duration or error count among the conditions. Students' trait mindfulness did not moderate these outcomes. Mindfulness reminders in the mindfulness-enriched game led to more correct answers after errors than jokes in the story-enriched game. Study 2 revealed that we failed to induce higher state mindfulness through the mindfulness inductions. Conclusions: Mindfulness prompts could be especially beneficial for students experiencing frustration during gameplay, warranting more exploration for digital game-based instruction. We highlight barriers and future directions for fostering mindfulness through computer-based instruction in classrooms.
- Abstract:
As Provided
- Notes:
https://doi.org/10.17605/OSF.IO/RZEC9
- Publication Date:
2024
- Accession Number:
EJ1432030
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