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Beyond the Medium: Rethinking Information Literacy through Crowdsourced Analysis., , , , , , , , , and 4 other author(s). HICSS, page 1-10. ScholarSpace, (2019)Balancing Play and Formal Training in the Design of Serious Games., , , , , , , , , and 2 other author(s). Games Cult., 12 (3): 269-291 (2017)Serious Efforts at Bias Reduction., , , , , , , and . J. Media Psychol. Theor. Methods Appl., (2018)We don't need no stinkin' badges: The impact of reward features and feeling rewarded in educational games., , , , , , , , , and . Comput. Hum. Behav., (2015)The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay., , , , , , , , , and . Technol. Knowl. Learn., 23 (1): 65-81 (2018)User-Centered Design and Experimentation to Develop Effective Software for Evidence-Based Reasoning in the Intelligence Community: The TRACE Project., , , , , , , , and . Comput. Sci. Eng., 20 (6): 35-42 (2018)Analyzing Iterative Training Game Design: A Multi-Method Postmortem Analysis of CYCLES Training Center and CYCLES Carnivale., , , , , , , , , and 2 other author(s). Multimodal Technol. Interact., 2 (3): 46 (2018)Introduction to the Minitrack on Crowd-enhanced Technologies for Improving Reasoning and Solving Complex Problems., , , and . HICSS, page 1. ScholarSpace, (2019)TRACE: A Stigmergic Crowdsourcing Platform for Intelligence Analysis., , , , , , , , , and 1 other author(s). HICSS, page 1-9. ScholarSpace, (2019)Testing the Power of Game Lessons: The Effects of Art and Narrative on Reducing Cognitive Biases., , , , , , , and . DiGRA, Digital Games Research Association, (2014)