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Publications (22)
Educational researchers have pointed to socioemotional dimensions of learning as important in gaining a more nuanced description of student engagement and learning. However, to date, research focused on the analysis of emotions has been narrow in its focus, centering on affect and sentiment analysis in isolation while neglecting how emotions potent...
Digital tools have the ability to log the fine-grained details of user experiences within and across the system. These digital experiences can lend valuable contextualization to other ethnographic insights. In this paper, we discuss the potential for using interaction logs as a data source and the pipeline considerations that can facilitate and enh...
Collaborative problem-solving (CPS) is important in today’s fast-paced and interconnected world. However, assessing and supporting CPS skills and actions in online and co-located collaborative settings is challenging for researchers and teachers. To identify individual and group CPS behavioral patterns, this study employs epistemic network analysis...
Digital tools have the ability to log the fine-grained details of user experiences within and across the system. These digital experiences can lend valuable contextualization to other ethnographic insights. In this paper, we discuss the potential for using interaction logs as a data source and the pipeline considerations that can facilitate and enh...
The broader education research community has adopted co-design, or participatory design, as a method to increase adoption of innovations in classrooms and to support professional learning of teachers. However, it can be challenging, due to co-design’s dynamic nature, to closely investigate how the co-process played out over time, and how it led to...
Online discussion forums are often used as a point of contact between students and their instructors for college courses. While asynchronous discourse has proven to be effective for learning, it remains unclear whether the student interactions manifest in socially constructive ways in addition to the cognitive benefits. In this paper, we consider t...
This paper explores the potential of using learning analytics (LA) to provide context for the interpretation of the intended and enacted learning design. We use Epistemic Network Analysis (ENA) to analyze and visualize students' learning patterns enacted across seven asynchronous online discussions conducted in a semester-long undergraduate course...
Game‐based assessment (GBA), a specific application of games for learning, has been recognized as an alternative form of assessment. While there is a substantive body of literature that supports the educational benefits of GBA, limited work investigates the validity and generalizability of such systems. In this paper, we describe applications of le...
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis...
The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we pr...
Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit...
In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis...
Structured Debate (SD) is a constrained discourse style that is popular in many different forums. The expansion of SD to online platforms leaves many questions about addressing this type of data during analysis. Quantitative Ethnography (QE) may provide a framework for the considerations that need to be made when analyzing SD datasets. In this pape...
Structured Debate (SD) is a constrained discourse style that is popular in many different forums. The expansion of SD to online platforms leaves many questions about addressing this type of data during analysis. Quantitative Ethnography (QE) may provide a framework for the considerations that need to be made when analyzing SD datasets. In this pape...
Lakeland is an educational game developed with the intent of exposing secondary science students to complex systems, namely phosphorous cycling. Data collected anonymously through embedded logging structures was sampled to include sessions where players returned to play more than once during December 2019 consistent with classroom play. Using Epist...
While there has been much growth in the use of microblogging platforms (e.g., Twitter) to share information on a range of topics, researchers struggle to analyze the large volumes of data produced on such platforms. Established methods such as Sentiment Analysis (SA) have been criticized over their inaccuracy and limited analytical depth. In this e...