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Experiment on Gender and Racial/Ethnic Bias Against Video Game Streamers: Comparing Perceived Gameplay Skill and Viewer Engagement., , and . CoRR, (2023)Using erroneous examples to improve mathematics learning with a web-based tutoring system., , , , , , and . Comput. Hum. Behav., (2014)How Spatial Ability and Stress Impact Escape Path., , , , and . CogSci, cognitivesciencesociety.org, (2016)Tetris as Research Paradigm: An Approach to Studying Complex Cognitive Skills., , , , , , , and . CogSci, cognitivesciencesociety.org, (2014)Erroneous Examples Versus Problem Solving: Can We Improve How Middle School Students Learn Decimals?, , , , , , and . CogSci, cognitivesciencesociety.org, (2012)Erroneous Examples as Desirable Difficulty., , , , and . AIED, volume 7926 of Lecture Notes in Computer Science, page 803-806. Springer, (2013)Digital Games and Science Learning: Design Principles and Processes to Augment Commercial Game Design Conventions., , , , , , , , , and 1 other author(s). AIED Workshops, volume 1009 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)Uncovering Gender and Problem Difficulty Effects in Learning with an Educational Game., , , , and . AIED, volume 10331 of Lecture Notes in Computer Science, page 540-543. Springer, (2017)Can Erroneous Examples Help Middle-School Students Learn Decimals?, , , , , and . EC-TEL, volume 6964 of Lecture Notes in Computer Science, page 181-195. Springer, (2011)To Err Is Human, to Explain and Correct Is Divine: A Study of Interactive Erroneous Examples with Middle School Math Students., , , , , , , , and . EC-TEL, volume 7563 of Lecture Notes in Computer Science, page 222-235. Springer, (2012)