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Characterizing ELL Students' Behavior During MOOC Videos Using Content Type., , , , and . L@S, page 185-188. ACM, (2017)Virtual Economies: Threats and Risks., , , , and . Financial Cryptography, volume 4886 of Lecture Notes in Computer Science, page 239-244. Springer, (2007)Sharing Multi-User VR Spaces., , , , , , , and . CHI PLAY (Companion), page 229-233. ACM, (2020)Integrating Curiosity and Uncertainty in Game Design., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Integrating Religion, Faith, and Spirituality in HCI., , , , , , , , , and 2 other author(s). CHI Extended Abstracts, page 96:1-96:6. ACM, (2022)Fostering Equitable Help-Seeking for K-3 Students in Low Income and Rural Contexts., , , and . CHI, page 684:1-684:14. ACM, (2021)Getting Playful with Explainable AI: Games with a Purpose to Improve Human Understanding of AI., , , , , and . CHI Extended Abstracts, page 1-8. ACM, (2020)Towards Examining The Effects of Live Streaming an Educational Game., , and . CHI Extended Abstracts, page 235:1-235:6. ACM, (2021)Counterspace Games for BIWOC STEM Students., , , and . CHI Extended Abstracts, page 453:1-453:6. ACM, (2021)CHI 2018 Workshop: Data-Driven Educational Game Design., , and . CHI Extended Abstracts, ACM, (2018)