Matthew E. Jacovina

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Work in cognitive and educational psychology examines a variety of phenomena related to the learning and retrieval of information. Indeed, Alice Healy, our honoree, and her colleagues have conducted a large body of groundbreaking research on this topic. In this article we discuss how 3 learning principles (the generation effect, deliberate practice and(More)
When people read narratives, they have ample opportunities to encode mental preferences about characters' decisions. In our present project, we examined how readers' preferences for characters' decisions structure their experiences of story outcomes. In Experiment 1, participants read brief stories and explicitly rated which of two potential decisions they(More)
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Intelligent tutoring systems (ITSs) have been successful at improving students' performance across a variety of domains. To help achieve this widespread success, researchers have identified important behavioral and performance measures that can be used to guide instruction and feedback. Most systems, however, do not present these measures to the teachers(More)
This study investigates how cohesion manifests in readers’ thought processes while reading texts when they are instructed to engage in self-explanation, a strategy associated with deeper, more successful comprehension. In Study 1, college students (n = 21) were instructed to either paraphrase or self-explain science texts. Paraphrasing was characterized by(More)
Writing training systems have been developed to provide students with instruction and deliberate practice on their writing. Although generally successful in providing accurate scores, a common criticism of these systems is their lack of personalization and adaptive instruction. In particular, these systems tend to place the strongest emphasis on delivering(More)
Metacognitive awareness has been shown to be a critical skill for academic success. However, students often struggle to regulate this ability during learning tasks. The current study investigates how features designed to promote metacognitive awareness can be built into the game-based intelligent tutoring system (ITS) iSTART-2. College students (n=28)(More)