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Videojuegos en las aulas: implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples
12 references·1 citing·48 second hop
Videojuegos en las aulas: implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples (2015)Videojuegos en las aulas: implicaciones d…Teacher adoption of technology (2013)Teacher adoption of technologyInformation Technology and Edutainment (2013)Information Technology and Ed…A study of social participation and knowledge sharing in the teachers' online professional community of practice (2013)A study of social participati…Online help-seeking in communities of practice: Modeling the acceptance of conceptual artifacts (2012)Online help-seeking in commun…A framework for the design and integration of collaborative classroom games (2011)A framework for the design an…A framework for teachers’ integration of ICT into their classroom practice (2011)A framework for teachers’ int…Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Effects of constructing versu…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Communities of practice: A brief introduction (2009)Communities of practice: A br…Disruptive innovation for social change. (2006)Disruptive innovation for soc…Tecnología e innovación en la empresa (2003)Tecnología e innovación en la…Estrategias del docente para fortalecer el aprendizaje de los estudiantes (2025)Estrategias del docente para …Those Who Understand: Knowledge Growth in Teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Toward a Model of Explaining Teachers’ Innovative Behavior (2014)Becoming more specific: Measuring and modeling teachers' perceived usefulness of ICT in the context of teaching and learning (2015)Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: a systematic review of qualitative evidence (2016)Understanding Attitudes and Predicting Social Behavior (1980)Mail and Telephone Surveys: The Total Design Method. 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(1999)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Design guidelines for Classroom Multiplayer Presential Games (CMPG) (2011)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)A systematic review on the impacts of game-based learning on argumentation skills (2020)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2009Communities of practice: A brief introduction2,350 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics705 cited
  • 2006Disruptive innovation for social change.684 cited
  • 2009Students’ perceptions about the use of video games in the classroom574 cited
  • 2010Effects of constructing versus playing an educational game on student motivation and deep learning strategy use372 cited
  • 2013A study of social participation and knowledge sharing in the teachers' online professional community of practice280 cited
  • 2013Teacher adoption of technology274 cited
  • 2011A framework for teachers’ integration of ICT into their classroom practice224 cited
  • 2011A framework for the design and integration of collaborative classroom games141 cited
  • 2003Tecnología e innovación en la empresa105 cited
  • 2012Online help-seeking in communities of practice: Modeling the acceptance of conceptual artifacts34 cited
  • 2013Information Technology and Edutainment33 cited

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  • 2025Estrategias del docente para fortalecer el aprendizaje de los estudiantes21 cited

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