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The Effects of Immediate Feedback on Student Learning in Mathematics
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Understanding and Engagement through Dynamic Technology and Gamified Learning Environments
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Live Performance and Emotional Analysis of MathSpring Intelligent Tutor System Students
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Improving Math Learning With Embodied Game- Based Mobile and Wearable Technologies
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Exploring Measurement Estimation Through Learners Actions, Language, and Gestures
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Graspable Math K-12: Perspectives and Design for Formative Assessment of Mathematical Proficiency with Learning Technologies
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A Set of Experiments Investigating Methods to Improve Student Learning Through Self-Regulated Learning
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Designing a Visual Programming Language for the Creation of Multiplayer Embodied Games
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An Inductive Method of Measuring Students’ Cognitive and Affective Processes via Self-Reports in Digital Learning Environments
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Design, Development, and Evaluation of Scaffolds for Data Interpretation Practices during Inquiry
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Improving User Interface and User Experience of MathSpring Intelligent Tutoring System for Teachers
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Tutoring Students with Adaptive Strategies
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Student Modeling within a Computer Tutor for Mathematics: Using Bayesian Networks and Tabling Methods
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Redesigning Traditional Children’s Games to Teach Number Sense and Reinforce Measurement Estimation Skills Using Wearable Technology
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A Multifaceted Consideration of Motivation and Learning within ASSISTments
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Tracing Knowledge and Engagement in Parallel by Observing Behavior in Intelligent Tutoring Systems
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Tangram Race Mathematical Game: Combining Wearable Technology and Traditional Games for Enhancing Mathematics Learning
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Creating Systems and Applying Large-Scale Methods to Improve Student Remediation in Online Tutoring Systems in Real-time and at Scale
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