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Session Type: Paper Session
In this session, researchers detect students' spacial thinking with 3D design, measure visuospatial cognition via the tile matching game Mahjong, test the effects of game-level and student-related characteristics on student persistence, gamification and its connection to situational interest and self-efficacy, and the concept of creativity within a CSCL environment.
Creativity in Computer-Supported Collaborative Learning Environments - Jonan P. Donaldson, Texas A&M University - College Station
Detection of Student Engagement in 3-D Design Course Using xAPI and Levenshtein Distance - Shouchao Guo, East China Normal University; Yonghe Wu, East China Normal University; Bowen Liu, East China Normal University; Jiawen Wang, East China Normal University
Does Playing a Commercial Off-the-Shelf Pattern Comparison Game Improve Visuospatial Cognition in Organic Chemistry? - Pasha Antonenko, University of Florida; Don Kim, University of Florida; Zhen Xu, University of Florida; Ruohan Liu, University of Florida; Andrea Burgess, University of Florida
The Effect of Game Difficulty and Conceptual Difficulty on Student Persistence in a Learning Game: A Hierarchical Linear Modeling Approach - Seyedahmad Rahimi, University of Florida; Valerie J. Shute, Florida State University; Qian Zhang, Florida State University
The Effects of a Statistics Digital Game on Statistical Knowledge, Situational Interest, and Self-Efficacy - Huiqing Huiqing Hu, The Pennsylvania State University; Rayne A. Sperling, Pennsylvania State University