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3. Characterizing Joint Attention Dynamics during Collaborative Problem-Solving in an Immersive Astronomy Simulation

4. Collaborative Problem-Solving Process in a Science Serious Game: Exploring Group Action Similarity Trajectory

5. Detecting Threshold Concepts through Bayesian Knowledge Tracing: Examining Research Skill Development in Biological Sciences at the Doctoral Level

6. Learning and Transfer Effects of Embodied Simulations Targeting Crosscutting Concepts in Science

7. Investigating Navigational Behavior Patterns of Students across At-Risk Categories within an Open-Ended Serious Game

8. Understanding Embodied Immersion in Technology-Enabled Embodied Learning Environments

9. Autonomy and Privilege in Doctoral Education: An Analysis of STEM Students' Academic and Professional Trajectories

11. Gesture Patterns and Learning in an Embodied XR Science Simulation

12. A Narrative Review with Strategic Analysis of Home Care Services for Older Adults in Seoul, South Korea: Toward a Comprehensive Care Approach.

13. An Embodied Cyberlearning Platform for Gestural Interaction with Cross-Cutting Science Concepts

19. Using Data to Understand How to Better Design Adaptive Learning

22. What We Can Learn from the Data: A Multiple-Case Study Examining Behavior Patterns by Students with Different Characteristics in Using a Serious Game

24. Examining the Use of Facebook and Twitter as an Additional Social Space in a MOOC

25. Examining Teachers' Use of iPads: Comfort Level, Perception, and Use

30. Designing Science Learning with Game-Based Approaches

31. Understanding MOOCs as an Emerging Online Learning Tool: Perspectives from the Students

43. EXPLORATORY INNOVATION THROUGH GAINING KNOWLEDGE FROM ALLIANCE PORTFOLIO: INTERPLAY BETWEEN NETWORK STRUCTURE AND KNOWLEDGE COMPOSITION.

50. Profiting from innovations: the role of new game strategies in the case of Lipitor of the US pharmaceutical industry

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