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Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game.

, , , , , , , and . AIED (1), volume 12748 of Lecture Notes in Computer Science, page 342-355. Springer, (2021)

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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)Towards Sharing Student Models Across Learning Systems., , , , , , , and . AIED (2), volume 12749 of Lecture Notes in Computer Science, page 60-65. Springer, (2021)Transfer effects of prompted and self-reported analogical comparison and self-explanation., , and . CogSci, cognitivesciencesociety.org, (2015)Relating a Task-Based, Behavioral Measure of Achievement Goals to Self-Reported Goals and Performance in the Classroom., , , and . CogSci, cognitivesciencesociety.org, (2014)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)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)Understanding Gender Effects in Game-Based Learning: The Role of Self-Explanation., , , , , , , , and . AIED (1), volume 14829 of Lecture Notes in Computer Science, page 206-219. Springer, (2024)Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games., , , and . LAK, page 121-129. ACM, (2019)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)Mindfulness in a digital math learning game: Insights from two randomized controlled trials., , , , , and . J. Comput. Assist. Learn., 40 (4): 1567-1590 (August 2024)