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Affective states and state tests: investigating how affect throughout the school year predicts end of year learning outcomes.

, , , , and . LAK, page 117-124. ACM, (2013)

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Guidance counselor reports of the ASSISTments college prediction model (ACPM)., , , , , , and . LAK, page 479-488. ACM, (2017)Detecting Carelessness through Contextual Estimation of Slip Probabilities among Students Using an Intelligent Tutor for Mathematics., , and . AIED, volume 6738 of Lecture Notes in Computer Science, page 304-311. Springer, (2011)An Integrated Look at Middle School Engagement and Learning in Digital Environments as Precursors to College Attendance., , and . Technol. Knowl. Learn., 22 (3): 243-270 (2017)Predicting College Enrollment from Student Interaction with an Intelligent Tutoring System in Middle School., , , and . EDM, page 177-184. International Educational Data Mining Society, (2013)Exploring college major choice and middle school student behavior, affect and learning: what happens to students who game the system?, , , and . LAK, page 36-40. ACM, (2015)Developing Game-Based Models of Cooperation, Persistence and Problem Solving from Collaborative Gameplay., , and . AIED (2), volume 11626 of Lecture Notes in Computer Science, page 247-251. Springer, (2019)Towards an Understanding of Affect and Knowledge from Student Interaction with an Intelligent Tutoring System., , , and . AIED, volume 7926 of Lecture Notes in Computer Science, page 41-50. Springer, (2013)Affective states and state tests: investigating how affect throughout the school year predicts end of year learning outcomes., , , , and . LAK, page 117-124. ACM, (2013)Learning, Moment-by-Moment and Over the Long Term., , , , and . AIED, volume 9112 of Lecture Notes in Computer Science, page 654-657. Springer, (2015)Exploring the Utility of Eye-tracking in Identifying Misconceptions in a Digital Mathematics Game., , , , and . ICLS, International Society of the Learning Sciences, (2020)