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The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills., , and . Comput. Educ., (2015)Virtual reality simulation-based learning of teaching with alternative perspectives taking., and . Br. J. Educ. Technol., 51 (6): 2544-2557 (2020)The format of problem representation for in-game learning supports., and . J. Comput. Assist. Learn., 35 (3): 390-406 (2019)Perspective Taking in Participatory Simulation-based Collaborative Learning., , , , , and . CSCL, International Society of the Learning Sciences, (2019)Tracking Representational Flexibility Development through Speech Data Mining., , and . FIE, page 1-4. IEEE, (2020)Examining Virtual Reality Based Learning Design for Children with Autism via Seasonal Index Analysis., and . ICLS, International Society of the Learning Sciences, (2018)Gameplaying for maths learning: cooperative or not?, and . Br. J. Educ. Technol., 38 (2): 249-259 (2007)Automatic generation of interactive NPC scripts for a mixed-reality integrated learning environment., , , , and . ICETC, page 74-79. ACM, (2018)Using Eye Tracking for Research on Learning and Computational Thinking., , , , and . HCI (29), volume 12790 of Lecture Notes in Computer Science, page 216-228. Springer, (2021)Online discussion design on adult students' learning perceptions and patterns of online interactions., and . CSCL (1), page 219-226. International Society of the Learning Sciences, (2009)