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The Value of Serious Play
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The Value of Serious Play (1998)The Value of Serious PlayImpact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Impact of serious games on sc…Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming (2018)Gendered Play, Racialized Rea…Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play (2018)Associations among scaffold p…Stealth Learning: Unexpected Learning Opportunities Through Games (2012)Stealth Learning: Unexpected …Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning (2012)Exploring the Factors Influen…To Share or Not to Share: Assessing Knowledge Sharing, Interemployee Helping, and Their Antecedents Among Online Knowledge Workers (2011)To Share or Not to Share: Ass…Play at work: continuation, intervention and usurpation (2011)Play at work: continuation, i…Digital game building: learning in a participatory culture (2010)Digital game building: learni…Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Blazing Angels or Resident Ev…Handbook of Research on Socio-Technical Design and Social Networking Systems (2009)Handbook of Research on Socio…Towards a Framework for Understanding Electronic Educational Gaming (2007)Towards a Framework for Under…Teacher Perception of Play: In Leaving No Child Behind Are Teachers Leaving Childhood Behind? 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(2017)Qualitative Data Analysis: An Expanded Sourcebook (1994)Building theories from case study research (2009)Embedding diagnostic mechanisms in a digital game for learning mathematics (2013)A critical review of 13 years of mobile game-based learning (2017)Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning (2020)Mapping the Margins: Intersectionality, Identity Politics, and Violence against Women of Color (1991)Situated Learning: Legitimate Peripheral Participation. 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  • 2018Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming132 cited
  • 2019Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis126 cited
  • 2012Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning111 cited
  • 2011Play at work: continuation, intervention and usurpation102 cited
  • 1999Analysing fun as a candidate software requirement98 cited
  • 2007Teacher Perception of Play: In Leaving No Child Behind Are Teachers Leaving Childhood Behind?83 cited
  • 2004Comparative analysis of Palm and wearable computers for Participatory Simulations82 cited
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  • 2012Stealth Learning: Unexpected Learning Opportunities Through Games

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69 cited
  • 2018Associations among scaffold presentation, reward mechanisms and problem-solving behaviors in game play65 cited
  • 2001DESIGNING LEARNING ENVIRONMENTS THAT EXCITE SERIOUS PLAY63 cited
  • 2007Towards a Framework for Understanding Electronic Educational Gaming54 cited