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Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context
16 references·9 citing·34 second hop
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context (2007)Blending video games with learning: Issue…Case study research: design and methods (2011)Case study research: design a…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningThe Art of Case Study Research (1996)The Art of Case Study ResearchIntrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Design Experiments: Theoretic…Experience and Education (1986)Experience and EducationCase Study Research: Design and Methods (1984)Case Study Research: Design a…Instructional Design Theories and Models (1983)Instructional Design Theories…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Experience and Education. 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(1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)MAKING FAST STRATEGIC DECISIONS IN HIGH-VELOCITY ENVIRONMENTS. (1989)CASE Tools as Organizational Change: Investigating Incremental and Radical Changes in Systems Development (1993)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Knowledge Specialization, Organizational Coupling, and the Boundaries of the Firm: Why Do Firms Know More than They Make? (2001)Case Study Research (2004)Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)The origins of intelligence in children. 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(1994)A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING (2000)Design-Based Research (2012)Learning by Expanding (2014)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Qualitative research: Methods in the social sciences (2006)Document Analysis as a Qualitative Research Method (2009)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Metodologi Penelitian Kualitatif (2022)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Students' Need for Belonging in the School Community (2000)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)
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References

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  • 1992Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings3,999 cited
  • 2003Digital game-based learning3,104 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited

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2005
Making learning fun: Quest Atlantis, a game without guns
949 cited

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  • 2014The effect of a persuasive social impact game on affective learning and attitude82 cited
  • 2013Introduction: Digital Games as a Context for Cognitive Development, Learning, and Developmental Research80 cited
  • 2015The Play Curricular Activity Reflection Discussion Model for Game-Based Learning76 cited
  • 2011A Qualitative Meta-Analysis of Computer Games as Learning Tools69 cited
  • 2021Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow67 cited
  • 2020A Systematic Review of Research about Game-based Learning in Virtual Worlds57 cited
  • 2019BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS52 cited
  • 2013The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition48 cited
  • 2021A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education47 cited