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Chapter and Conference Paper
Understanding Gender Effects in Game-Based Learning: The Role of Self-Explanation
We conducted a 2 × 2 study comparing the digital learning game Decimal Point to a comparable non-game tutor with or without self-explanation prompting. We expected to replicate previous studies showing the game i...
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Chapter and Conference Paper
Gender Differences in Learning Game Preferences: Results Using a Multi-dimensional Gender Framework
Prompted by findings of gender differences in learning game preferences and outcomes, education researchers have proposed adapting games by gender to foster learning and engagement. However, such recommendatio...
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Article
Assessing the Effects of Open Models of Learning and Enjoyment in a Digital Learning Game
Digital learning games are designed to foster both student learning and enjoyment. Given this goal, an interesting research topic is whether game mechanics that promote learning and those that promote enjoymen...
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Chapter and Conference Paper
Debiasing Politically Motivated Reasoning with Value-Adaptive Instruction
While there is a substantial appetite in the United States for improving media consumption skills, little work has focused on the biases that can make inaccurate or misleading claims feel true. This skill is ...
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Article
How Do English Language Learners Interact with Different Content Types in MOOC Videos?
English Language Learners (ELLs) are a substantial portion of the students who enroll in MOOCs. In order to fulfill the promise of MOOCs – i.e., making higher education accessible to everyone with an internet ...
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Article
Going Global: Understanding English Language Learners’ Student Motivation in English-Language MOOCs
Massive Open Online Courses (MOOCs) offer high quality, free courses to anyone with an Internet connection. However, these courses may be relatively inaccessible to the large global population of students who ...
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Chapter and Conference Paper
Virtual Economies: Threats and Risks
In virtual economies, human and computer players produce goods and services, hold assets, and trade them with other in-game entities, in the same way that people and corporations participate in “real-world” ec...