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Measuring self-regulated learning and the role of AI: Five years of research using multimodal multichannel data

, , , , , and . Computers in Human Behavior, (2023)
DOI: https://doi.org/10.1016/j.chb.2022.107540

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Preface., , and . AAAI Fall Symposium: Cognitive and Metacognitive Educational Systems, volume FS-09-02 of AAAI Technical Report, AAAI, (2009)Emotions and Motivation on Performance during Multimedia Learning: How Do I Feel and Why Do I Care?, and . Intelligent Tutoring Systems (1), volume 6094 of Lecture Notes in Computer Science, page 369-378. Springer, (2010)Automatic Analyses of Cohesion and Coherence in Human Tutorial Dialogues During Hypermedia: A Comparison among Mental Model Jumpers., and . Intelligent Tutoring Systems, volume 5091 of Lecture Notes in Computer Science, page 690-692. Springer, (2008)Changes in Emotion and Their Relationship with Learning Gains in the Context of MetaTutor., , , , , and . ITS, volume 10858 of Lecture Notes in Computer Science, page 202-211. Springer, (2018)Impact of Learner-Centered Affective Dynamics on Metacognitive Judgements and Performance in Advanced Learning Technologies., , , and . AIED (2), volume 10948 of Lecture Notes in Computer Science, page 312-316. Springer, (2018)The Role of Achievement Goal Orientation on Metacognitive Process Use in Game-Based Learning., , , and . AIED (2), volume 11626 of Lecture Notes in Computer Science, page 36-40. Springer, (2019)Autonomy and Types of Informational Text Presentations in Game-Based Learning Environments., and . AIED (1), volume 11625 of Lecture Notes in Computer Science, page 110-120. Springer, (2019)Measuring self-regulated learning and the role of AI: Five years of research using multimodal multichannel data, , , , , and . Computers in Human Behavior, (2023)Using multi-channel data with multi-level modeling to assess in-game performance during gameplay with Crystal Island., , , , , and . Comput. Hum. Behav., (2017)Integrating metacognitive judgments and eye movements using sequential pattern mining to understand processes underlying multimedia learning., , and . Comput. Hum. Behav., (2019)