Sign In
Personal Schedule
Change Preferences
Search
Browse By Day
Browse By Time
Browse By Person
Browse By Group
Browse By Session Type
Browse By Research Area
Search Tips
AECT 2022 Convention Page
X (Twitter)
The purpose of this study was to understand how digital games, which serve as an enabling context (Hannafin et al., 1999), impacted learners’ self-regulation (SR) and ill-structured problem solving (IPS) processes. With this purpose, we intended to capture the self-regulation and problem solving patterns of the participants while they were engaged in solving a public health problem in a city building in the context of a digital game. Preliminary findings showed that the games have affordances to foster self-regulation and iterated problem-solving through the immediate feedback provided to the participants for each solution generated.