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Creating next generation blended learning environments using mixed reality, Video Games and Simulations
16 references·9 citing·41 second hop
Creating next generation blended learning environments using mixed reality, Video Games and Simulations (2005)Creating next generation blended learning…The educational researcher (2021)The educational researcherHandbook of Research on Educational Communications and Technology (2013)Handbook of Research on Educa…Constructivism and the Technology of Instruction (2013)Constructivism and the Techno…RADICAL CONSTRUCTIVISM (2010)RADICAL CONSTRUCTIVISMA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…System Dynamics: Systems Thinking and Modeling for a Complex World (2002)System Dynamics: Systems Thin…Multimedia Learning (2002)Multimedia LearningMultimedia Learning (2001)Multimedia LearningToward a design theory of problem solving (2000)Toward a design theory of pro…Business Dynamics: Systems Thinking and Modeling for a Complex World (2000)Business Dynamics: Systems Th…Constructivism: Theory, Perspectives, and Practice (1996)Constructivism: Theory, Persp…Constructivism: Implications for the Design and Delivery of Instruction (1996)Constructivism: Implications …Problem Based Learning: An instructional model and its constructivist framework (1995)Problem Based Learning: An in…Constructivist Learning Environments: Case Studies in Instructional Design (1995)Constructivist Learning Envir…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load During Problem…Information Technology Readiness and Acceptance Model for Social Media Adoption in Blended Learning: A Case Study in Higher Education Institutions in West Java, Indonesia (2024)Information Technology Readin…Catalyzing knowledge management processes towards knowledge worker satisfaction: fuzzy-set qualitative comparative analysis (2020)Catalyzing knowledge manageme…Serious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability (2013)Serious Sustainability Challe…Measuring the Effectiveness of Transfer of Learning Constructs and Intent to Transfer in a Simulation-based Leadership Training Program (2013)Measuring the Effectiveness o…Online Gaming to Find a New Job – Examining Job Seekers' Intention to Use Serious Games as a Self-Assessment Tool (2012)Online Gaming to Find a New J…An analysis of high impact scholarship and publication trends in blended learning (2012)An analysis of high impact sc…USERS ACCEPTANCE ON MIXED REALITY TECHNOLOGY (2011)USERS ACCEPTANCE ON MIXED REA…Virtual Worlds: New Directions for HRD Research and Practice. (2008)Virtual Worlds: New Direction…Integrating Commercial Off-the-Shelf Video Games into School Curriculums (2008)Integrating Commercial Off-th…The Logic of Collective Action (1965)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. 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References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1988Cognitive Load During Problem Solving: Effects on Learning10,975 cited
  • 2000Business Dynamics: Systems Thinking and Modeling for a Complex World9,353 cited
  • 2002Multimedia Learning7,764 cited
  • 2021The educational researcher3,059 cited
  • 1995Problem Based Learning: An instructional model and its constructivist framework2,867 cited
  • 2013Handbook of Research on Educational Communications and Technology2,732 cited
  • 2001Multimedia Learning2,301 cited
  • 2000Toward a design theory of problem solving2,114 cited
  • 2010RADICAL CONSTRUCTIVISM2,078 cited
  • 1996Constructivism: Theory, Perspectives, and Practice2,011 cited
  • 2002System Dynamics: Systems Thinking and Modeling for a Complex World1,720 cited
  • 1996Constructivism: Implications for the Design and Delivery of Instruction1,549 cited
  • 1995Constructivist Learning Environments: Case Studies in Instructional Design1,344 cited
  • 2013Constructivism and the Technology of Instruction1,214 cited
  • 2004A Theory of Fun for Game Design

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  • 2012An analysis of high impact scholarship and publication trends in blended learning170 cited
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  • 2012Online Gaming to Find a New Job – Examining Job Seekers' Intention to Use Serious Games as a Self-Assessment Tool43 cited
  • 2024Information Technology Readiness and Acceptance Model for Social Media Adoption in Blended Learning: A Case Study in Higher Education Institutions in West Java, Indonesia13 cited
  • 2011USERS ACCEPTANCE ON MIXED REALITY TECHNOLOGY13 cited
  • 2008Virtual Worlds: New Directions for HRD Research and Practice.7 cited
  • 2013Measuring the Effectiveness of Transfer of Learning Constructs and Intent to Transfer in a Simulation-based Leadership Training Program3 cited