Dan Carpenter

Works (7)

Updated: October 1st, 2024 05:04

2024 article

Contextualizing Plans: Aligning Students Goals and Plans During Game-Based Inquiry Science Learning

LEARNING AND COLLABORATION TECHNOLOGIES, PT II, LCT 2024, Vol. 14723, pp. 113–128.

By: M. Wiedbusch, D. Dever, A. Goslen*, D. Carpenter*, C. Marano, K. Smith, R. Azevedo*

author keywords: Game-based learning; Goal Setting; Planning
Sources: Web Of Science, ORCID, NC State University Libraries
Added: June 1, 2024

2024 article

Leveraging Student Planning in Game-Based Learning Environments for Self-Regulated Learning Analytics

Goslen, A., Taub, M., Carpenter, D., Azevedo, R., Rowe, J., & Lester, J. (2024, September 5). JOURNAL OF EDUCATIONAL PSYCHOLOGY.

By: A. Goslen*, M. Taub, D. Carpenter*, R. Azevedo, J. Rowe* & J. Lester*

author keywords: goal setting and planning; plan recognition; game-based learning
Sources: Web Of Science, ORCID
Added: September 8, 2024

2022 article

Leveraging Student Goal Setting for Real-Time Plan Recognition in Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION, PT I, Vol. 13355, pp. 78–89.

By: A. Goslen n, D. Carpenter n, J. Rowe n, N. Henderson n, R. Azevedo* & J. Lester n

author keywords: Plan recognition; Game-based Learning; Self-regulated learning
TL;DR: A novel plan recognition framework is introduced that leverages trace log data from student interactions within a game-based learning environment called C RYSTAL I SLAND, in which students use a drag-and-drop planning support tool that enables them to externalize their science problem-solving goals and plans prior to enacting them in the learning environment. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science)
Sources: Web Of Science, NC State University Libraries
Added: November 21, 2022

2022 article

Multimodal Behavioral Disengagement Detection for Collaborative Game-Based Learning

ARTIFICIAL INTELLIGENCE IN EDUCATION: POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS AND DOCTORAL CONSORTIUM, PT II, Vol. 13356, pp. 218–221.

By: F. Fahid n, H. Acosta n, S. Lee n, D. Carpenter n, B. Mott n, H. Bae*, A. Saleh*, T. Brush* ...

author keywords: Multimodal learning; Collaborative game-based learning; Behavioral disengagement
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: November 14, 2022

2021 journal article

Game-Based Learning Analytics for Supporting Adolescents' Reflection

JOURNAL OF LEARNING ANALYTICS, 8(2), 51–72.

author keywords: reflection; game-learning analytics; adolescents; problem solving; knowledge acquisition
TL;DR: The quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE are studied and the implications of using game-learning analytics to guide instructional decision making in the classroom are discussed. (via Semantic Scholar)
Source: Web Of Science
Added: September 20, 2021

2021 article

Investigating Student Reflection during Game-Based Learning in Middle Grades Science

LAK21 CONFERENCE PROCEEDINGS: THE ELEVENTH INTERNATIONAL CONFERENCE ON LEARNING ANALYTICS & KNOWLEDGE, pp. 280–291.

By: D. Carpenter n, E. Cloude*, J. Rowe n, R. Azevedo* & J. Lester n

author keywords: Self-Regulated Learning; Game-Based Learning; Reflection
TL;DR: This paper uses embedded reflection prompts to elicit written reflections during students’ interactions with Crystal Island, a game-based learning environment for middle-school microbiology, and identifies key features in students�’ problem-solving actions and reflections that are predictive of reflection depth. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: November 28, 2022

2020 journal article

Predictive Student Modeling in Game-Based Learning Environments with Word Embedding Representations of Reflection

INTERNATIONAL JOURNAL OF ARTIFICIAL INTELLIGENCE IN EDUCATION, 31(1), 1–23.

By: M. Geden n, A. Emerson n, D. Carpenter n, J. Rowe n, R. Azevedo* & J. Lester n

author keywords: Student modeling; Early prediction; Game-based learning environments; Self-regulated learning; Reflection
TL;DR: A predictive student modeling framework that leverages natural language responses to in-game reflection prompts to predict student learning outcomes in a game-based learning environment for middle school microbiology, CRYSTAL ISLAND is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (Web of Science; OpenAlex)
Source: Web Of Science
Added: November 9, 2020

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