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Comprehensive Views of Math Learners: A Case for Modeling and Supporting Non-math Factors in Adaptive Math Software., , , и . AIED (1), том 12163 из Lecture Notes in Computer Science, стр. 460-471. Springer, (2020)Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games., , , и . LAK, стр. 121-129. ACM, (2019)Using latent variable models to make gaming-the-system detection robust to context variations., , , , , , , , , и 1 other автор(ы). User Model. User Adapt. Interact., 33 (5): 1211-1257 (ноября 2023)Investigating the Effects of Mindfulness Meditation on a Digital Learning Game for Mathematics., , , , , и . AIED (1), том 13355 из Lecture Notes in Computer Science, стр. 762-767. Springer, (2022)Towards Sharing Student Models Across Learning Systems., , , , , , , и . AIED (2), том 12749 из Lecture Notes in Computer Science, стр. 60-65. Springer, (2021)Transfer effects of prompted and self-reported analogical comparison and self-explanation., , и . CogSci, cognitivesciencesociety.org, (2015)Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game., , , и . AIED (1), том 12163 из Lecture Notes in Computer Science, стр. 255-268. Springer, (2020)Relating a Task-Based, Behavioral Measure of Achievement Goals to Self-Reported Goals and Performance in the Classroom., , , и . CogSci, cognitivesciencesociety.org, (2014)Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game., , , , , , , и . AIED (1), том 12748 из Lecture Notes in Computer Science, стр. 342-355. Springer, (2021)Item Response Theory-Based Gaming Detection., , , , , , , , , и . EDM, International Educational Data Mining Society, (2022)