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An International Study on Learning and Process Choices in the Global Game Jam
15 references·4 citing·34 second hop
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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1998Basics of qualitative research : techniques and procedures for developing grounded theory38,622 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 2008Basics of qualitative research : techniques and procedures for developing grounded theory7,674 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1983Inside the Black Box: Technology and Economics2,325 cited
  • 1971Science of Education and the Psychology of the Child1,893 cited
  • 2008Exercising your brain: A review of human brain plasticity and training-induced learning.658 cited
  • 2001Computer Game Studies, Year One.384 cited
  • 2010Digital Game-Based Learning267 cited
  • 2002Innovation and competition in standard-based industries: a historical analysis of the US home video game market199 cited
  • 2006The Playful and the Serious: An approximation to Huizinga's Homo Ludens .116 cited
  • 1999Targeting Motivation—Adapting Flow Theory to Instructional Design114 cited
  • 2012Game Jams81 cited

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  • 2020Game Jams for Learning and Teaching60 cited
  • 2021Game jams in general formal education38 cited
  • 2016The Value of Game Prototyping Projects for Students and Industry37 cited
  • 2021Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning22 cited