In the development and analysis of interventions designed to improve student learning, it is important to consider potential influences of student behavior. Unproductive behaviors, such as “gaming the system,” have been studied for their potential impacts on the measurement and assessment of student knowledge within these interventions. Conversely, less attention has been given to factors that may influence gaming behavior. Gaming may be attributed to student-level traits, but could also be a temporary state brought on by systemic causes such as the perceived difficulty or presentation of a problem. We leverage prior research in this area to develop a data-driven measure of gaming and address whether this behavior occurs as a “state” or “tr...
This study examined whether males (N = 66) who play a violent video game (24: The Game) are more lik...
Previous research has shown both positive and negative effects of gaming on academic and cognitive p...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Gaming the system, a behavior in which learners exploit a system's properties to make progress while...
We investigate the relationship between a student’s affect and how he or she chooses to use a simula...
Abstract. Gaming the system, attempting to succeed in an interactive learning environment by exploit...
In the present paper we present analysis of gaming actions with MathSpring, an established ITS for m...
A growing research literature suggests that regular electronic game play and game-based training pro...
The computer gaming addiction is one of the newer concepts that young generations face and can be de...
The research literature suggests that the structural characteristics of video games may play a consi...
Previous research has shown both positive and negative effects of gaming on academic and cognitive p...
Video game research in the recent decades suggests a causal relationship between video game experien...
In order to develop game-based learning environments (GBLE’s) that accommodate to learners’ needs an...
As the presence of digital game-based learning increases in United States classrooms, understanding ...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
This study examined whether males (N = 66) who play a violent video game (24: The Game) are more lik...
Previous research has shown both positive and negative effects of gaming on academic and cognitive p...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...
Gaming the system, a behavior in which learners exploit a system's properties to make progress while...
We investigate the relationship between a student’s affect and how he or she chooses to use a simula...
Abstract. Gaming the system, attempting to succeed in an interactive learning environment by exploit...
In the present paper we present analysis of gaming actions with MathSpring, an established ITS for m...
A growing research literature suggests that regular electronic game play and game-based training pro...
The computer gaming addiction is one of the newer concepts that young generations face and can be de...
The research literature suggests that the structural characteristics of video games may play a consi...
Previous research has shown both positive and negative effects of gaming on academic and cognitive p...
Video game research in the recent decades suggests a causal relationship between video game experien...
In order to develop game-based learning environments (GBLE’s) that accommodate to learners’ needs an...
As the presence of digital game-based learning increases in United States classrooms, understanding ...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
This study examined whether males (N = 66) who play a violent video game (24: The Game) are more lik...
Previous research has shown both positive and negative effects of gaming on academic and cognitive p...
This thesis is concerned with how mathematical/ applied statistical learning can be addressed using ...