SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Effectiveness of Computer-Based Instructional Simulation: A Meta Analysis.
0 references·11 citing·48 second hop
Effectiveness of Computer-Based Instructional Simulation: A Meta Analysis. (1999)Effectiveness of Computer-Based Instructi…Percepción de los universitarios sobre la utilidad didáctica de los simuladores virtuales en su formación (2018)Percepción de los universitar…The effectiveness of a math game: The impact of integrating conceptual clarification as support (2016)The effectiveness of a math g…Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Towards a Comprehensive Metho…Learning in a game-based virtual environment: a comparative evaluation in higher education (2012)Learning in a game-based virt…Praxisorientierte medienpädagogische Forschung: Ansätze für einen empirischen Perspektivenwechsel und eine stärkere Konvergenz von Medienpädagogik und Mediendidaktik (2011)Praxisorientierte medienpädag…Trends and Issues in Educational Technologies: A Review of Recent Research in TOJET. (2009)Trends and Issues in Educatio…Large-Scale Studies and Quantitative Methods (2008)Large-Scale Studies and Quant…What Research Has to Say about Designing Computer Games for Learning. (2007)What Research Has to Say abou…Technology affordances: the ‘real story’ in research with K‐12 and undergraduate learners (2005)Technology affordances: the ‘…Business simulations in financial management courses: Are they valuable to learners? (2005)Business simulations in finan…Triple scheme of learning support design for scientific discovery learning based on computer simulation: experimental research (2004)Triple scheme of learning sup…Reconsidering Research on Learning from Media (1983)Multimedia Learning (2002)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Digital games and the US National Research Council’s science proficiency goals (2013)MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES (2017)The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021)Educational Psychology: A Cognitive View (1968)Categorization and Representation of Physics Problems by Experts and Novices* (1981)Scientific Discovery Learning with Computer Simulations of Conceptual Domains (1998)Effects of Conceptual Change and Traditional Confirmatory Simulations on Pre-Service Teachers’ Understanding of Direct Current Circuits (2006)Using Concept Maps to Facilitate Collaborative Simulation-Based Inquiry Learning (2012)The effect of metacognitive training and prompting on learning success in simulation‐based physics learning (2017)Multimedia and understanding: Expert and novice responses to different representations of chemical phenomena (1997)How seductive details do their damage: A theory of cognitive interest in science learning. (1998)Small Group and Individual Learning with Technology: A Meta-Analysis (2001)Distributed Cognition (2008)Complexities of digital technology use and the teaching and learning of function (2015)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)A renewed approach to serious games for cyber security (2015)The effectiveness of three serious games measuring generic learning features (2015)How to Evaluate Educational Games: a Systematic Literature Review. (2016)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research design: qualitative, quantitative, and mixed methods approaches (2003)Identifying the Barriers to Games and Simulations in Education (2015)Towards the gamification of inquiry-based flipped teaching of mathematics a conceptual analysis and framework (2015)The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review (2016)Journal of Universal Computer Science (2020)Business Simulation Games: Current Usage Levels—An Update (1998)South African students’ perceptions of the usefulness of an audit simulation (2007)South African Journal of Higher Education (2014)Student-centred approach to teaching large classes: friend or foe? (2015)Effectiveness of computer-based instruction: An updated analysis (1991)Computer Support for Knowledge-Building Communities (1994)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Educational technology research trends in Turkey from 1990 to 2011 (2013)Eğitim Programları ve Öğretim Alanındaki Araştırma Eğilimleri (2014)Educational technology research trends from 2002 to 2014 (2015)Coefficient Alpha and the Internal Structure of Tests (1951)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)Experimental and Quasi-Experimental Designs for Research (1963)Design-Based Research: Putting a Stake in the Ground (2004)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Using Simulation-Based Training to Enhance Management Education (2009)Simulation games in business and marketing education: How educators assess student learning from simulations (2015)Simulador de negocios en la formación profesional del estudiante del área empresarial (2021)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2004Triple scheme of learning support design for scientific discovery learning based on computer simulation: experimental research102 cited
  • 2009Trends and Issues in Educational Technologies: A Review of Recent Research in TOJET.100 cited
  • 2012Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games87 cited
  • 2007What Research Has to Say about Designing Computer Games for Learning.63 cited
  • 2005Technology affordances: the ‘real story’ in research with K‐12 and undergraduate learners52 cited
  • 2012Learning in a game-based virtual environment: a comparative evaluation in higher education47 cited
  • 2016The effectiveness of a math game: The impact of integrating conceptual clarification as support30 cited
  • 2011Praxisorientierte medienpädagogische Forschung: Ansätze für einen empirischen Perspektivenwechsel und eine stärkere Konvergenz von Medienpädagogik und Mediendidaktik23 cited
  • 2018Percepción de los universitarios sobre la utilidad didáctica de los simuladores virtuales en su formación19 cited
  • 2005Business simulations in financial management courses: Are they valuable to learners?15 cited
  • 2008Large-Scale Studies and Quantitative Methods14 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work