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Huy A Nguyen

Biographic Data

ID9590109
NAMEHuy A Nguyen
GIVEN NAMESHuy A
FAMILY NAMENguyen
SIGNATURENGUYEN H A
AFFILIATIONSCarnegie Mellon University
ORCID0000-0002-1227-6173
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS1
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game

    Open Access•Ryan S Baker, J Elizabeth Richey et al.•ARTICLE•Instructional Science•2025•Cited by: 1•References: 104

    Digital learning games have been increasingly adopted in classrooms to facilitate learning and to promote learning outcomes. Contrary to common beliefs, many digital learning games can be more effective for female students than male students in terms of learning and affective outcomes. However, the in-game learning mechanisms that explain these differences remain unclear. In the current study, we re-analyze three retrospective data sets drawn fro…

  • Mindfulness in a digital math learning game

    Open Access•Enikő Orsolya Bereczki, Zsofia K Takacs et al.•ARTICLE•Journal of Computer Assisted…•2024

  • How instructional context can impact learning with educational technology

    Open Access•Bruce M McLaren, J Elizabeth Richey et al.•ARTICLE•Computers & Education•2022

    There is a tendency to think of the impact of educational technology in a vacuum. However, it is likely that the instructional context in which educational technology is used affects student learning. For instance, outcomes may differ when using educational technology in a classroom versus at home, in a quiet versus noisy environment, or in a context where support is readily available versus not available. The COVID-19 pandemic provided an unexpe…

  • Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game

    Open Access•Ryan S Baker, J Elizabeth Richey et al.•ARTICLE•Instructional Science•2025•Cited by: 1•References: 104

    Digital learning games have been increasingly adopted in classrooms to facilitate learning and to promote learning outcomes. Contrary to common beliefs, many digital learning games can be more effective for female students than male students in terms of learning and affective outcomes. However, the in-game learning mechanisms that explain these differences remain unclear. In the current study, we re-analyze three retrospective data sets drawn fro…

  • How instructional context can impact learning with educational technology

    Open Access•Bruce M McLaren, J Elizabeth Richey et al.•ARTICLE•Computers & Education•2022

    There is a tendency to think of the impact of educational technology in a vacuum. However, it is likely that the instructional context in which educational technology is used affects student learning. For instance, outcomes may differ when using educational technology in a classroom versus at home, in a quiet versus noisy environment, or in a context where support is readily available versus not available. The COVID-19 pandemic provided an unexpe…

  • Mindfulness in a digital math learning game

    Open Access•Enikő Orsolya Bereczki, Zsofia K Takacs et al.•ARTICLE•Journal of Computer Assisted…•2024

  • Gaming the system mediates the relationship between gender and learning outcomes in a digital learning game

    Open Access•Ryan S Baker, J Elizabeth Richey et al.•ARTICLE•Instructional Science•2025•Cited by: 1•References: 104

    Digital learning games have been increasingly adopted in classrooms to facilitate learning and to promote learning outcomes. Contrary to common beliefs, many digital learning games can be more effective for female students than male students in terms of learning and affective outcomes. However, the in-game learning mechanisms that explain these differences remain unclear. In the current study, we re-analyze three retrospective data sets drawn fro…

Mathematics education (3 works) · Psychology (3 works) · Computer Science (2 works) · Digital Learning (2 works) · Educational game (2 works) · Educational Games and Gamification (2 works) · Online Learning and Analytics (2 works) · Pedagogy (2 works) · Applied Psychology (1 works) · Clinical Psychology (1 works)

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