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Comprehensive Views of Math Learners: A Case for Modeling and Supporting Non-math Factors in Adaptive Math Software., , , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 460-471. Springer, (2020)Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games., , , and . LAK, page 121-129. ACM, (2019)Using latent variable models to make gaming-the-system detection robust to context variations., , , , , , , , , and 1 other author(s). User Model. User Adapt. Interact., 33 (5): 1211-1257 (November 2023)Investigating the Effects of Mindfulness Meditation on a Digital Learning Game for Mathematics., , , , , and . AIED (1), volume 13355 of Lecture Notes in Computer Science, page 762-767. Springer, (2022)Towards Sharing Student Models Across Learning Systems., , , , , , , and . AIED (2), volume 12749 of Lecture Notes in Computer Science, page 60-65. Springer, (2021)Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game., , , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 255-268. Springer, (2020)Relating a Task-Based, Behavioral Measure of Achievement Goals to Self-Reported Goals and Performance in the Classroom., , , and . CogSci, cognitivesciencesociety.org, (2014)Transfer effects of prompted and self-reported analogical comparison and self-explanation., , and . CogSci, cognitivesciencesociety.org, (2015)The Impact of Gender in Learning With Games: A Consistent Effect in a Math Learning Game., , , and . Int. J. Game Based Learn., 12 (1): 1-29 (2022)How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game., , , and . Comput. Educ., (2022)