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Engage Me or Enrage Me. What Today’s Learners Demand
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  • 2009Introduction to Games-Based Learning141 cited
  • 2011The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education109 cited
  • 2012Beyond instructional design: Making learning design a reality98 cited
  • 2008Measures of Quality in Online Education: An Investigation of the Community of Inquiry Model and the Net Generation83 cited
  • 2010Creativity in Schools: A Survey of Teachers in Europe81 cited
  • 2019Innovation in the teaching-learning process: the case of Kahoot!74 cited
  • 2016Evaluation of affective embodied agents in an information literacy game73 cited
  • 2007STUDENT SATISFACTION WITH ASYNCHRONOUS LEARNING67 cited
  • 2009Certezas e interrogantes acerca del uso de los videojuegos para el aprendizaje66 cited
  • 2012The importance of teacher–student relationships, as explored through the lens of the NSW Quality Teaching Model65 cited
  • 2009Using Computer‐Mediated Communication (CMC) in Language Teaching58 cited
  • 2014Computer Game as Learning and Teaching Tool for Object Oriented Programming in Higher Education Institution56 cited
  • 2012An examination of the effect of customized reading modules on diverse secondary students’ reading comprehension and motivation51 cited

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2014
Towards tangible gamified co-design at school
42 cited
  • 2018The interplay of tasks, strategies and negotiations in Second Life37 cited
  • 2020The effects of pre-task planning on EFL learners’ oral performance in a 3D multi-user virtual environment36 cited