Author of the publication

Discovering Players' Problem-Solving Behavioral Characteristics in a Puzzle Game through Sequence Mining.

, , , , and . LAK, page 498-506. ACM, (2024)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Whose Video?: Surveying Implications for Participants Engagement in Video Recording Practices in Ethnographic Research., , , , , , and . ICLS, International Society of the Learning Sciences, (2020)Subgoals, Problem Solving Phases, and Sources of Knowledge., and . SIGCSE, page 1292. ACM, (2019)Constructing and Deconstructing Materially-Anchored Conceptual Blends in an Augmented Reality Collaborative Learning Environment., , and . CSCL (1), page 192-199. International Society of the Learning Sciences, LuLu, Amazon, (2013)You're It! Body, Action, and Object in STEM Learning., , , , , , , , , and 2 other author(s). ICLS, International Society of the Learning Sciences, (2012)High School Students' Epistemic Engagement in Producing Documentaries about Public Science Concerns., , and . ICLS, International Society of the Learning Sciences, (2012)Blending Play and Inquiry in Augmented Reality: A Comparison of Playing a Video Game to Playing Within a Participatory Model., , , , , , , , and . ICLS, International Society of the Learning Sciences, (2016)Discovering Players' Problem-Solving Behavioral Characteristics in a Puzzle Game through Sequence Mining., , , , and . LAK, page 498-506. ACM, (2024)Social Affordances of Mixed Reality Learning Environments: A case from the Science through Technology Enhanced Play project (STEP)., , , , , , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2017)Agency, Embodiment, & Affect During Play in a Mixed-Reality Learning Environment., , , , , , and . IDC, page 268-277. ACM, (2017)Linking epistemic stance and problem-solving with self-confidence during play in a puzzle-based video game., and . Comput. Educ., (2024)