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Brian C. Nelson
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2020 – today
- 2021
- [j14]Jesse Ha, Luis E. Pérez-Cortés, Man Su, Brian C. Nelson, Catherine Bowman, Judd D. Bowman:
The impact of a gamified mobile question-asking app on museum visitor group interactions: an ICAP framing. Int. J. Comput. Support. Collab. Learn. 16(3): 367-401 (2021) - 2020
- [j13]Quincy Conley, Robert K. Atkinson, Frank Nguyen, Brian C. Nelson:
MantarayAR: Leveraging augmented reality to teach probability and sampling. Comput. Educ. 153: 103895 (2020)
2010 – 2019
- 2017
- [j12]Brian C. Nelson, Cassie Bowman, Judd Bowman:
Designing for Data with Ask Dr. Discovery: Design Approaches for Facilitating Museum Evaluation with Real-Time Data Mining. Technol. Knowl. Learn. 22(3): 427-442 (2017) - 2016
- [j11]Lijia Lin, Robert K. Atkinson, Wilhelmina C. Savenye, Brian C. Nelson:
Effects of visual cues and self-explanation prompts: empirical evidence in a multimedia environment. Interact. Learn. Environ. 24(4): 799-813 (2016) - [j10]Brian C. Nelson, Younsu Kim, Kent Slack:
Visual Signaling in a High-Search Virtual World-based Assessment: A SAVE Science Design Study. Technol. Knowl. Learn. 21(2): 211-224 (2016) - 2014
- [j9]Cecile M. Foshee, Brian C. Nelson:
Avatar Personalization: Towards the Enhancement of Competence Beliefs. Int. J. Gaming Comput. Mediat. Simulations 6(2): 1-14 (2014) - [j8]Brian C. Nelson, Younsu Kim, Cecile Foshee, Kent Slack:
Visual signaling in virtual world-based assessments: The SAVE Science project. Inf. Sci. 264: 32-40 (2014) - 2013
- [j7]Mario Martinez-Garza, Douglas B. Clark, Brian C. Nelson:
Advances in Assessment of Students' Intuitive Understanding of Physics through Gameplay Data. Int. J. Gaming Comput. Mediat. Simulations 5(4): 1-16 (2013) - 2012
- [j6]Catherine C. Schifter, Diane Jass Ketelhut, Brian C. Nelson:
Presence and Middle School Students' Participation in a Virtual Game Environment to Assess Science Inquiry. J. Educ. Technol. Soc. 15(1): 53-63 (2012) - 2011
- [j5]Brian C. Nelson, Benjamin E. Erlandson, André R. Denham:
Global channels of evidence for learning and assessment in complex game environments. Br. J. Educ. Technol. 42(1): 88-100 (2011) - [j4]Douglas B. Clark, Brian C. Nelson, Hsin-Yi Chang, Mario Martinez-Garza, Kent Slack, Cynthia M. D'Angelo:
Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States. Comput. Educ. 57(3): 2178-2195 (2011) - 2010
- [j3]Diane Jass Ketelhut, Brian C. Nelson, Jody Clarke-Midura, Chris Dede:
A multi-user virtual environment for building and assessing higher order inquiry skills in science. Br. J. Educ. Technol. 41(1): 56-68 (2010) - [j2]Brian C. Nelson, Diane Jass Ketelhut, Catherine C. Schifter:
Exploring Cognitive Load in Immersive Educational Games: The SAVE Science Project. Int. J. Gaming Comput. Mediat. Simulations 2(1): 31-39 (2010) - [c10]Douglas B. Clark, Brian C. Nelson, Cynthia M. D'Angelo, Kent Slack, Mario Martinez-Garza:
SURGE: intended and unintended learning in digital games. ICLS 2010: 230-231 - [c9]Douglas B. Clark, Mario Martinez-Garza, Brian C. Nelson, Cynthia M. D'Angelo, Kent Slack:
SURGE: intended and unintended science learning in games. ICLS 2010: 247 - [c8]Brian C. Nelson, Younsu Kim, Cecile Foshee, Diane Jass Ketelhut, Catherine C. Schifter, Deepti Mudegowder, David M. Majerich, Melanie Wills, Angela Shelton, Patric McCormack, Tera Kane, Zoe Freeman:
Virtual environment-based assessments of science content and inquiry: the SAVE science project. ICLS 2010: 248-249 - [c7]Brian C. Nelson, Benjamin E. Erlandson, André R. Denham:
Sources of evidence for embedded assessment in immersive games. ICLS 2010: 286-287 - [c6]Benjamin E. Erlandson, Brian C. Nelson, André R. Denham:
Finding essential complexity for learning in virtual worlds. ICLS 2010: 300-301 - [c5]David M. Majerich, Diane Jass Ketelhut, Catherine C. Schifter, Brian C. Nelson, Younsu Kim:
Reviving Dewey's "reflective thinking" framework for the design of problems in virtual learning environment-based assessments of content and inquiry. ICLS 2010: 358-359 - [c4]Douglas B. Clark, Brian C. Nelson, Cynthia A. D'Angelo, Kent Slack, Mario Martinez-Garza:
SURGE: integrating Vygotsky's spontaneous and instructed concepts in a digital game? ICLS 2010: 384-385
2000 – 2009
- 2008
- [j1]Brian C. Nelson, Diane Jass Ketelhut:
Exploring embedded guidance and self-efficacy in educational multi-user virtual environments. Int. J. Comput. Support. Collab. Learn. 3(4): 413-427 (2008) - [c3]Diane Jass Ketelhut, Jody Clarke-Midura, Brian C. Nelson, Geordie Dukas:
Rethinking pedagogy: using multi-user virtual environments to foster authentic science learning. ICLS (1) 2008: 438-445 - 2007
- [c2]Brian C. Nelson, Diane Jass Ketelhut:
Exploring embedded guidance and self-efficacy in educational multiuser virtual environments. CSCL 2007: 548-550 - 2004
- [c1]Chris Dede, Brian C. Nelson, Diane Jass Ketelhut, Jody Clarke-Midura, Cassie Bowman:
Design-based Research Strategies for Studying Situated Learning and Knowledge Transfer in a Multi-user Virtual Environment. ICLS 2004
Coauthor Index
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