From a Game
Expect an engaging play experience where decisions matter, patterns emerge, and learning happens through action. Games create situated problem-solving environments that support cognitive development (Green & Bavelier, 2003) .
From a Companion Page
Expect a clear explanation of what the game develops, what habits of mind it activates, and how to think about the experience more intentionally. Research shows that pairing games with structured reflection enhances learning outcomes (Gee, 2003) .
From the Full Package
The game
The game gives the experience. It is where the player acts, notices, adjusts, and learns through play. Games create situated problem-solving environments that support cognitive development (Green & Bavelier, 2003) .
The companion page
The companion page explains the learning behind that experience and helps make the thinking visible. This approach aligns with research on productive mathematical discussions (Stein, Engle, Smith, & Hughes, 2008) .
Together
Together they turn play into a more intentional learning experience without removing discovery.
Resources, Research, and Standards
Companion pages may include MisterMarx.com resources, educational research, and standards references. These help explain what a game develops, how the experience can be used intentionally, and which mathematical practices or habits of mind are most strongly involved.
References & Further Reading
MisterMarx.com Educational Resources
- MisterMarx.com (2026). Mathematical Habits of Mind Framework.
- MisterMarx.com. (2026). CORRELATION Game.
- MisterMarx.com. (2026). CORRELATION Game Companion Page.
Academic Sources
- Cuoco, A., Goldenberg, E. P., & Mark, J. (1996). Habits of Mind: An Organizing Principle for Mathematics Curricula. Journal of Mathematical Behavior.
- Stein, M. K., Engle, R. A., Smith, M. S., & Hughes, E. K. (2008). Orchestrating Productive Mathematical Discussions: Five Practices for Helping Teachers Move Beyond Show and Tell.
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment.
- Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.