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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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Measuring Gameplay Affordances of User-Generated Content in an Educational Game., , , and . EDM, page 78-85. International Educational Data Mining Society (IEDMS), (2016)Determining Problem Selection for a Logic Proof Tutor., and . EDM, page 387-389. International Educational Data Mining Society, (2013)Foreword., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)SIGCSE BP: enrollments and diversity at odds?, and . ACM SIGCSE Bull., 47 (2): 8 (2015)A Comparison of the Quality of Data-Driven Programming Hint Generation Algorithms., , , , , , and . Int. J. Artif. Intell. Educ., 29 (3): 368-395 (2019)The Impact of Batch Deep Reinforcement Learning on Student Performance: A Simple Act of Explanation Can Go A Long Way., , , and . Int. J. Artif. Intell. Educ., 33 (4): 1031-1056 (December 2023)Hierarchical Reinforcement Learning for Pedagogical Policy Induction., , , , and . AIED (1), volume 11625 of Lecture Notes in Computer Science, page 544-556. Springer, (2019)Exploring Design Choices to Support Novices\textquotesingle Example Use During Creative Open-Ended Programming, , , , , , and . Proceedings of the 53rd ACM Technical Symposium on Computer Science Education, page 619-625. ACM, (February 2022)Identifying student communities in blended courses., , , and . EDM, International Educational Data Mining Society (IEDMS), (2017)Data-informed curriculum sequences for a curriculum-integrated game, , , , , and . Proceedings of the Tenth International Conference on Learning Analytics & Knowledge, ACM, (March 2020)