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The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play.

, , , , , and . Technol. Knowl. Learn., 28 (4): 1815-1824 (December 2023)

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Categories of Large Numbers in Line Estimation, , and . Cognitive Science, 41 (2): 326--353 (March 2017)The effects of operator position and superfluous brackets on student performance in simple arithmetic., , , and . J. Numer. Cogn., 9 (1): 107-128 (March 2023)Examining shifts in conceptual knowledge, procedural knowledge and procedural flexibility in the context of two game-based technologies., , , , , and . J. Comput. Assist. Learn., 39 (4): 1274-1289 (2023)Benefit of Gamification for Persistent Learners: Propensity to Replay Problems Moderates Algebra-Game Effectiveness., , , and . L@S, page 164-173. ACM, (2023)Cutting In Line: Discontinuities in the Use of Large Numbers by Adults., , and . CogSci, cognitivesciencesociety.org, (2014)Keep DRAGging ON: Is solving more problems in DragonBox 12+ associated with higher mathematical performance during the COVID-19 pandemic?, , , , , and . Br. J. Educ. Technol., 54 (4): 943-966 (July 2023)Equivalence Tasks in a Digital Algebraic Notation System Promotes Performance in Middle School Mathematics., , and . ICLS, International Society of the Learning Sciences, (2020)Toward Automated Classroom Observation: Predicting Positive and Negative Climate., , , and . FG, page 1-8. IEEE, (2019)Book Review of "Development of Mathematical Cognition: Neural Substrates and Genetic Influences" (2016) Edited by D. B. Berch, D. C. Geary, & K. M. Koepke.. J. Numer. Cogn., 3 (3): 716-722 (2017)State vs. Trait: Examining Gaming the System in the Context of Math Perception Tasks., , , , , , and . CogSci, cognitivesciencesociety.org, (2021)