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A framework for pedagogical evaluation of virtual learning environments
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A framework for pedagogical evaluation of virtual learning environments (2004)A framework for pedagogical evaluation of…Capital Letters (2019)Capital LettersUso de recursos TIC en la enseñanza de las matemáticas: retos y perspectivas (2018)Uso de recursos TIC en la ens…Sustainable LIS Pedagogical Skills with Virtual Learning Environment (VLE): Collaborative Career Development Platforms, Communities and Practices (2016)Sustainable LIS Pedagogical S…Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)Climbing up the leaderboard: …Factors Related to Faculty Members' Attitude and Adoption of a Learning Management System. 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A literature review (2013)Flow: the psychology of optimal experience (1990)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Creating brand engagement through in-store gamified customer experiences (2019)Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies (2020)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)Experiential Learning : Experience as the Source of Learning and Development (1983)A Handbook for Teaching and Learning in Higher Education (2003)Digital Games in eLearning Environments (2009)On industrial learning and training for the factories of the future: a conceptual, cognitive and technology framework (2011)The Age of Discontinuity. 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  • 2004Reflections on the use of blended learning237 cited
  • 2004Review of e-learning theories, frameworks and models199 cited
  • 2016Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class194 cited
  • 2007e‐Learning: The student experience193 cited
  • 2008Bridging Realty to Virtual Reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom166 cited
  • 2006Adult Learning in the Digital Age137 cited
  • 2005Computer-Supported Collaborative Learning in Higher Education122 cited
  • 2006Serious Games: Incorporating Video Games in the Classroom.93 cited
  • 2018Uso de recursos TIC en la enseñanza de las matemáticas: retos y perspectivas88 cited
  • 2006Introducing an informal synchronous medium in a distance learning course: How is participation affected?78 cited
  • 2006The relationship between adopting a synchronous medium and participation in online group work: An explorative study71 cited
  • 2015Factors Related to Faculty Members' Attitude and Adoption of a Learning Management System.58 cited
  • 2007Mediating between practitioner and developer communities: the Learning Activity Design in Education experience10 cited

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2019
Capital Letters
10 cited
  • 2016Sustainable LIS Pedagogical Skills with Virtual Learning Environment (VLE): Collaborative Career Development Platforms, Communities and Practices5 cited
  • 2008Mature Cynics and Fledgling Eclectics: Instructional Desing for the Net Generation0 cited