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Taylyn Hulse

Researcher at Worcester Polytechnic Institute

Publications -  8
Citations -  86

Taylyn Hulse is an academic researcher from Worcester Polytechnic Institute. The author has contributed to research in topics: Educational technology & Number sense. The author has an hindex of 4, co-authored 8 publications receiving 40 citations. Previous affiliations of Taylyn Hulse include University of Richmond.

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Proceedings ArticleDOI

Wearable Learning: Multiplayer Embodied Games for Math

TL;DR: A new technology-based paradigm to support embodied mathematics educational games, using wearable devices in the form of SmartPhones and SmartWatches for math learning, for full classes of students in formal in-school education settings is presented.
Journal ArticleDOI

From here to there! Elementary: a game-based approach to developing number sense and early algebraic understanding

TL;DR: In this paper, the authors examined whether using From Here to There! (FH2T:E), a dynamic game-based mathematics learning technology relates to improved early algebraic understanding.

From Here to There! Elementary: A Game-Based Approach to Developing Number Sense and Early Algebraic Understanding.

TL;DR: Regression analyses reveal that after accounting for behavior within the FH2T app, playing the gamified version of the app contributed to higher learning gains than playing a nongamified version.
Journal ArticleDOI

Spacing Out! Manipulating Spatial Features in Mathematical Expressions Affects Performance

TL;DR: Results show that students who viewed incongruent problems made more errors and had to solve more problems to complete the assignment than those who viewed congruent or neutrally spaced problems, and support the claim that physical spacing between terms does influence student performance on order of precedence problems.
Book ChapterDOI

Computational Thinking Through Game Creation in STEM Classrooms

TL;DR: It is preliminarily suggested that game creation can be used as a method for students to practice CT and the feasibility of using game creation with high school students is evaluated.