Enhancing Mathematics Education with Educational Games: Can Erroneous Examples Help?

Principal Investigator: 
Project Overview
Background & Purpose: 

We propose to design, develop, iteratively test, and evaluate a potentially transformative technology that combines an educational game environment, erroneous examples, state-of-the-art interaction design, and adaptive tutoring technology. We will test our unique educational game with middle-school math students learning decimals.


Middle schools, in computer rooms at schools.

Research Design: 

The project uses a comparative research design and will generate evidence that is causal [experimental]. Original data is being collected on middle school age children (6th to 8th grade) using assessments of learning and survey research [self-completion questionnaire]. The educational game being developed will be evaluated by comparing results to educational games without erroneous examples. Instruments or measures include learning and motivational gains, pre-to-post. ANOVA will be used analyze these gains. The project will make collected data available at the Pittsburgh Science of Learning Center (PSLC) DataShop - https://pslcdatashop.


Findings will be posted as they become available.

Target Population: 
Research Design: 


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