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Validating Game-based Measures of Implicit Science Learning.

, , , , , , and . EDM, page 490-495. International Educational Data Mining Society (IEDMS), (2016)

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Exploring networks of problem-solving interactions., , , and . LAK, page 21-30. ACM, (2015)NARRATIVES: geolocative cinema application., , , and . Mobile HCI, page 593-595. ACM, (2014)SNAG: using social networking games to increase student retention in computer science., , , , , and . ITiCSE, page 142-146. ACM, (2010)Making games and apps in introductory computer science (abstract only)., , , and . SIGCSE, page 739. ACM, (2014)A quantitative study of virtual machine live migration., , , , , , , and . CAC, page 11:1-11:10. ACM, (2013)Validating Game-based Measures of Implicit Science Learning., , , , , , and . EDM, page 490-495. International Educational Data Mining Society (IEDMS), (2016)A comparison of two approaches for hint generation in programming tutors (abstract only)., , , and . SIGCSE, page 718-719. ACM, (2014)SNAG: social networking games to facilitate interaction., , , , , , , and . CHI Extended Abstracts, page 4249-4254. ACM, (2010)Developing a Tool for Wetland Characterization Using Fractional Cover, Tasseled Cap Wetness And Water Observations From Space., , , , and . IGARSS, page 6095-6097. IEEE, (2019)BOTS: Selecting Next-Steps from Player Traces in a Puzzle Game., , , , and . EDM (Workshops), volume 1446 of CEUR Workshop Proceedings, CEUR-WS.org, (2015)