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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)

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Editorial: Beyond Cognitive Ability., , , , and . J. Learn. Anal., (March 2020)Exploring players' experience of humor and snark in a grade 3-6 history practices game., , , , , , , , , and . CoRR, (2022)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)The Effects of an Interactive Software Agent on Student Affective Dynamics while Using ;an Intelligent Tutoring System., , , , , , and . IEEE Trans. Affect. Comput., 3 (2): 224-236 (2012)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)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)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)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)