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Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.

, , , , , and . Comput. Hum. Behav., (2016)

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Using game analytics to evaluate puzzle design and level progression in a serious game., , , , , and . LAK, page 440-448. ACM, (2016)Measuring Implicit Science Learning with Networks of Player-Game Interactions., , , , , , and . CHI PLAY, page 499-504. ACM, (2015)Validating Game-based Measures of Implicit Science Learning., , , , , , and . EDM, page 490-495. International Educational Data Mining Society (IEDMS), (2016)Labeling Implicit Computational Thinking in Pizza Pass Gameplay., , , , , and . CHI Extended Abstracts, ACM, (2018)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning., , , , , and . Comput. Hum. Behav., (2016)Building Automated Detectors of Gameplay Strategies to Measure Implicit Science Learning., , , , and . EDM, page 337-338. International Educational Data Mining Society (IEDMS), (2014)Martian boneyards: can a community of players be a community of practice?, and . CHI Extended Abstracts, page 409-418. ACM, (2012)Including Neurodiversity in Foundational and Applied Computational Thinking (INFACT)., , , , , , and . SIGCSE (2), page 1076. ACM, (2022)Scaffolding Executive Function in Game-Based Learning to Improve Productive Persistence and Computational Thinking in Neurodiverse Learners., and . HCI (29), volume 12790 of Lecture Notes in Computer Science, page 155-172. Springer, (2021)CHI 2018 Workshop: Data-Driven Educational Game Design., , and . CHI Extended Abstracts, ACM, (2018)