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Design for multimedia learning
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Design for multimedia learning (1997)Design for multimedia learningFuzzEG: Fuzzy logic for adaptive scenarios in an educational adventure game (2019)FuzzEG: Fuzzy logic for adapt…Videos in learning in higher education: assessing perceptions and attitudes of students at the University of Ghana (2016)Videos in learning in higher …Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes (2016)Serious games as a malleable …Context and deep learning design (2012)Context and deep learning des…Would boys and girls benefit from gender‐specific educational software? (2009)Would boys and girls benefit …The Impact of Internet Virtual Physics Laboratory Instruction on the Achievement in Physics, Science Process Skills and Computer Attitudes of 10th-Grade Students (2007)The Impact of Internet Virtua…Improving the role played by humans in the development of enterprise engineering and integration projects through training based on multimedia (2002)Improving the role played by …Design elements for interactive multimedia (1997)Design elements for interacti…Gender Equity and Information Technology in Education: The Second Decade (2001)Gameplaying for maths learning: cooperative or not? (2006)Gender differences in computer attitudes: Does the school matter? (2007)Constructing Scientific Knowledge in the Classroom (1994)Handbook of research on science teaching and learning (1995)National Science Education Standards (1995)The view of scientific inquiry conveyed by simulation-based virtual laboratories (2010)A Comparison of Students’ Approaches to Inquiry, Conceptual Learning, and Attitudes in Simulation-Based and Microcomputer-Based Laboratories (2014)Improving Students’ Science Process Skills through Simple Computer Simulations on Linear Motion Conceptions (2017)Building a production planning process with an approach based on CIMOSA and workflow management systems (1999)Enterprise Integration—Business Processes Integrated Management: a proposal for a methodology to develop Enterprise Integration Programs (1999)Learning Together and Alone (2021)Thought and language (1962)Studies in Ethnomethodology. (1968)Speech Genres and Other Late Essays (1986)Educational Psychology: A Cognitive View (1968)Situated Cognition and the Culture of Learning (1989)Evaluation of content activities in children's educational software (2002)Learning to Teach in Higher Education (2003)Evaluating learning, design, and engagement in web-based learning tools (WBLTs): The WBLT Evaluation Scale (2011)Developing a factor-model to understand the impact of factors on higher education students’ likelihood to e-cheat (2014)Coefficient Alpha and the Internal Structure of Tests (1951)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Scratch (2009)Narrative categorization in digital game‐based learning: Engagement, motivation & learning (2020)“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms (2021)Game-Based Learning and Gamification in Physical Education: A Systematic Review (2023)Qualitative research and evaluation methods (1980)Multimedia Learning (2002)Impact of emergency remote teaching on nursing students’ engagement, social presence, and satisfaction during the COVID‐19 pandemic (2021)Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)Editorial: Play and learn: potentials of game‐based learning (2007)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to (2021)Player Modeling and Adaptation Methods Within Adaptive Serious Games (2022)Fuzzy-based dynamic difficulty adjustment of an educational 3D-game (2023)
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  • 2007The Impact of Internet Virtual Physics Laboratory Instruction on the Achievement in Physics, Science Process Skills and Computer Attitudes of 10th-Grade Students131 cited
  • 2016Serious games as a malleable learning medium: The effects of narrative, gameplay, and making on students’ performance and attitudes99 cited
  • 1997Design elements for interactive multimedia84 cited
  • 2016Videos in learning in higher education: assessing perceptions and attitudes of students at the University of Ghana55 cited
  • 2019FuzzEG: Fuzzy logic for adaptive scenarios in an educational adventure game54 cited
  • 2012Context and deep learning design36 cited
  • 2009Would boys and girls benefit from gender‐specific educational software?14 cited
  • 2002Improving the role played by humans in the development of enterprise engineering and integration projects through training based on multimedia13 cited

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