Learning Science

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UpGrade: An Open Source Tool to Support A/B Testing in Educational Software

This paper describes a new, open source tool for A/B testing in educational software called UpGrade.

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Should We Add a Progress Meter? How A/B Testing Can Support Rapid Cycles of Data-Informed Design

Showing progress towards a goal is a well-established motivational design tactic. 

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Monster Mischief: Creating a Videogame to Assess Selective Sustained Attention

Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event,

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Optimizing Motivation and Learning with Large-Scale Game Design Experiments

Large-scale online experiments can test generalizable theories about how designs affect users.

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Using Time Pressure to Promote Mathematical Fluency

Time pressure helps students practice efficient strategies. We report strong effects from using games to promote fluency in mathematics.

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Battleship Numberline: A Digital Game for Improving Estimation Accuracy on Fraction Number Lines

Body Background / Context: In 2008, the National Mathematics Advisory Panel stated: " the most important foundational skill not 

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Is Difficulty Overrated? The Effects of Choice, Novelty and Suspense on Intrinsic Motivation in Educational Games

Many game designers aim to optimize difficulty to make games that are "not too hard, not too easy.

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Optimizing an Educational Game Using UpGrade: Challenges and Opportunities

UpGrade is an open-source tool for A/B testing in educational software. 

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Monster Mischief: Designing a Video Game to Assess Selective Sustained Attention

Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event, 

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Optimizing Challenge in an Educational Game Using Large-Scale Design Experiments

Online games can serve as research instruments to explore the effects of game design elements on motivation and learning.

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The Effects of Adaptive Sequencing Algorithms on Player Engagement within an Online Game

Using the online educational game Battleship Numberline, we have collected over 8 million number line estimates from hundreds 

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When a Console Game Becomes CSCL: Play, Participatory Learning and 8-bit Home Computing in India

This paper presents evidence describing how a single player typing game' designed for use on a low-cost (∼US$10) computing platform

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Interface Design Optimization as a Multi-Armed Bandit Problem

"Multi-armed bandits" offer a new paradigm for the AI-assisted design of user interfaces.

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Monster Mischief: A Game-Based Assessment of Selective Sustained Attention in Young Children

Selective sustained attention, or the ability to allocate perceptual and mental resources to a single object or event, 

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Is Difficulty Overrated? Testing Generalizable Design Theories with Large Online Design Experiments

One popular design theory for games is that player motivation will be greatest when the game isn’t too hard and isn’t too easy.

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RumbleBlocks: Teaching Science Concepts to Young Children through a Unity Game

RumbleBlocks was developed at the Entertainment Technology Center (ETC) to teach engineering principles of tower stability 

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The Rise of the Super Experiment

Traditional experimental paradigms have focused on executing experiments in a lab setting and eventually moving successful findings to larger experiments in the field.

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Playpower Project - The MacArthur Digital Media and Learning Competition Report

Playpower is a project based at the University of California, San Diego.

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Playpower: Radically Affordable Computer-Aided Learning with $12 TV-Computers

The Playpower Foundation (Playpower.org) is using a US$12 computer as a platform for 8-bit learning games in order to improve