Mindfulness in a digital math learning game: Insights from two randomized controlled trials

Enikő Orsolya Bereczki, Zsofia K. Takacs, J. Elizabeth Richey, Huy A. Nguyen, Michael Mogessie, Bruce M. McLaren

Research output: Contribution to journalArticlepeer-review

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. (nStudy 1 = 227, nStudy 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.
Original languageEnglish
Pages (from-to)1567-1590
Number of pages24
JournalJournal of Computer Assisted Learning
Volume40
Issue number4
Early online date16 Mar 2024
DOIs
Publication statusPublished - Aug 2024

Keywords / Materials (for Non-textual outputs)

  • digital learning games
  • elementary education
  • mathematics
  • mindfulness
  • randomized controlled trial

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