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Augmented Learning: Research and Design of Mobile Educational Games
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Augmented Learning: Research and Design of Mobile Educational Games (2008)Augmented Learning: Research and Design o…A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)A Review of Mobile Location-b…The use of business simulation games in teaching and learning (2018)The use of business simulatio…Saving energy in an office environment: A serious game intervention (2014)Saving energy in an office en…Attuning a mobile simulation game for school children using a design-based research approach (2014)Attuning a mobile simulation …An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation (2014)An Investigation of Universit…“Contextually” speaking: A survey of pragmatic learning abroad, in class, and online (2014)“Contextually” speaking: A su…Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena (2013)Seeing Change in Time: Video …Learning physics through play in an augmented reality environment (2012)Learning physics through play…Effects of mobile gaming patterns on learning outcomes: a literature review (2012)Effects of mobile gaming patt…Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example (2011)Ubiquitous games for learning…Leveraging Mobile Games for Place-Based Language Learning (2011)Leveraging Mobile Games for P…Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning (2011)Contrasts in student engageme…Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)Are educational computer micr…Augmented deliberation: Merging physical and virtual interaction to engage communities in urban planning (2010)Augmented deliberation: Mergi…The Civic Potential of Video Games (2009)The Civic Potential of Video …Mobile Technology for Children: Designing for Interaction and Learning (2009)Mobile Technology for Childre…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. 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  • 2011Leveraging Mobile Games for Place-Based Language Learning237 cited
  • 2012Learning physics through play in an augmented reality environment228 cited
  • 2011Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study190 cited
  • 2014Saving energy in an office environment: A serious game intervention169 cited
  • 2020A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces158 cited
  • 2009The Civic Potential of Video Games132 cited
  • 2010Augmented deliberation: Merging physical and virtual interaction to engage communities in urban planning124 cited
  • 2014An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation103 cited
  • 2009Mobile Technology for Children: Designing for Interaction and Learning96 cited
  • 2014“Contextually” speaking: A survey of pragmatic learning abroad, in class, and online95 cited
  • 2011Ubiquitous games for learning (UbiqGames): Weatherlings, a worked example81 cited
  • 2012Effects of mobile gaming patterns on learning outcomes: a literature review80 cited
  • 2018The use of business simulation games in teaching and learning73 cited

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2011
Contrasts in student engagement, meaning-making, dislikes, and challenges in a discovery-based program of game design learning
73 cited
  • 2014Attuning a mobile simulation game for school children using a design-based research approach69 cited
  • 2013Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena67 cited