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Comprehensive Views of Math Learners: A Case for Modeling and Supporting Non-math Factors in Adaptive Math Software., , , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 460-471. Springer, (2020)Exploring the Subtleties of Agency and Indirect Control in Digital Learning Games., , , and . LAK, page 121-129. ACM, (2019)Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game., , , , , , , and . AIED (1), volume 12748 of Lecture Notes in Computer Science, page 342-355. Springer, (2021)Computer-Supported Human Mentoring for Personalized and Equitable Math Learning., , , , , , and . AIED (2), volume 12749 of Lecture Notes in Computer Science, page 308-313. Springer, (2021)Item Response Theory-Based Gaming Detection., , , , , , , , , and . EDM, International Educational Data Mining Society, (2022)Confrustion and Gaming While Learning with Erroneous Examples in a Decimals Game., , , , and . AIED (2), volume 12164 of Lecture Notes in Computer Science, page 208-213. Springer, (2020)Using latent variable models to make gaming-the-system detection robust to context variations., , , , , , , , , and 1 other author(s). User Model. User Adapt. Interact., 33 (5): 1211-1257 (November 2023)Towards Sharing Student Models Across Learning Systems., , , , , , , and . AIED (2), volume 12749 of Lecture Notes in Computer Science, page 60-65. Springer, (2021)Investigating the Effects of Mindfulness Meditation on a Digital Learning Game for Mathematics., , , , , and . AIED (1), volume 13355 of Lecture Notes in Computer Science, page 762-767. Springer, (2022)Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game., , , and . AIED (1), volume 12163 of Lecture Notes in Computer Science, page 255-268. Springer, (2020)