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

Author:

Bereczki Enikő Orsolya1ORCID,Takacs Zsofia K.2ORCID,Richey J. Elizabeth3ORCID,Nguyen Huy A.4ORCID,Mogessie Michael4,McLaren Bruce M.4

Affiliation:

1. ELTE Eötvös Loránd University (ELTE), Faculty of Education and Psychology Institute of Education Budapest Hungary

2. School of Health in Social Science University of Edinburgh Edinburgh UK

3. Department of Psychology University of Pittsburgh Pittsburgh Pennsylvania USA

4. Human‐Computer Interaction Institute Carnegie Mellon University Pittsburgh Pennsylvania USA

Abstract

AbstractBackgroundMindfulness 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.ObjectivesWe investigated the learning benefits of integrating mindfulness exercises in a digital math learning game and examined how students' trait mindfulness might moderate the outcomes.MethodsTwo 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.ResultsFindings 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.ConclusionsMindfulness 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.

Funder

National Science Foundation

Publisher

Wiley

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