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Measuring Implicit Science Learning with Networks of Player-Game Interactions., , , , , , and . CHI PLAY, page 499-504. ACM, (2015)Using game analytics to evaluate puzzle design and level progression in a serious game., , , , , and . LAK, page 440-448. ACM, (2016)Interactive Assessments of CT (IACT): Digital Interactive Logic Puzzles to Assess Computational Thinking in Grades 3-8., , , , , , , and . Int. J. Comput. Sci. Educ. Sch., 5 (2): 28-73 (2021)Youth science identity, science learning, and gaming experiences., , and . Comput. Hum. Behav., (2014)Validating Game-based Measures of Implicit Science Learning., , , , , , and . EDM, page 490-495. International Educational Data Mining Society (IEDMS), (2016)Labeling Implicit Computational Thinking in Pizza Pass Gameplay., , , , , and . CHI Extended Abstracts, ACM, (2018)Building Automated Detectors of Gameplay Strategies to Measure Implicit Science Learning., , , , and . EDM, page 337-338. International Educational Data Mining Society (IEDMS), (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning., , , , , and . Comput. Hum. Behav., (2016)Assessing implicit computational thinking in Zoombinis puzzle gameplay., , , , , , and . Comput. Hum. Behav., (2021)Including Neurodiversity in Foundational and Applied Computational Thinking (INFACT)., , , , , , and . SIGCSE (2), page 1076. ACM, (2022)