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Review of "Learning by Doing: A Comprehensive Guide to Simulations, Computer Games and Pedagogy in E-learning and Other Educational Experiences by Clark Aldrich"
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Review of "Learning by Doing: A Comprehensive Guide to Simulations, Computer Games and Pedagogy in E-learning and Other Educational Experiences by Clark Aldrich" (2005)Review of "Learning by Doing: A Comprehen…Research Trends and Applications of Gamification in Higher Education: A Bibliometric Analysis Spanning 2013–2022 (2023)Research Trends and Applicati…Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea (2021)Dive in the Past: A Serious G…The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience (2020)The Transportability of a Gam…Impacts of Immersive Technologies on Service Prototyping : Investigating the performance, experience, and acceptance of different service prototype forms (2020)Impacts of Immersive Technolo…Educational game design (2018)Educational game designLearning in the Smart City: A Virtual and Augmented Museum Devoted to Chaos Theory (2014)Learning in the Smart City: A…Beyond the “Babel Problem”: Defining Simulations for the Social Studies (2014)Beyond the “Babel Problem”: D…Pedagogy and praxis: simulations and skill sets (2011)Pedagogy and praxis: simulati…Digital gaming as a vehicle for learning (2006)Digital gaming as a vehicle f…Digital game-based learning (2003)Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)Learning in a virtual world : expanding activity theory for the design and evaluation of group praxis (2008)Engagement (2009)Women build games, seriously (2011)Digital Game-Based Learning (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning (2003)I.—COMPUTING MACHINERY AND INTELLIGENCE (1950)Rules of Play: Game Design Fundamentals (2003)Computing Machinery and Intelligence (1950) (2004)Substantial Integration of Typical Educational Games Into Extended Curricula (2017)Transforming instruction to activity: Roleplay in language assessment (2017)Preparing globally competent preservice teachers: The development of content knowledge, disciplinary skills, and instructional design (2018)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels (2020)Gamification in Initial Teacher Training to Promote Inclusive Practices: A Qualitative Study (2022)Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)Mind in Society: The Development of Higher Psychological Processes (1978)Communities of Practice (1998)Qualitative Inquiry and Research Design : Choosing Among Five Approaches (2017)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Toward a Theory of Intrinsically Motivating Instruction* (1981)Games, Motivation, and Learning: A Research and Practice Model (2002)Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)The Motivational Effects and Educational Affordance of Serious Games on the Learning of Cantonese Opera Movements (2022)The origins of intelligence in children. (1952)The Art of Computer Game Design (1984)Constructivism and the Technology of Instruction (2013)Machine learning and points of interest: typical tourist Italian cities (2019)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)bibliometrix : An R-tool for comprehensive science mapping analysis (2017)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)From Intentions to Actions: A Theory of Planned Behavior (1985)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)
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  • 2018Educational game design52 cited
  • 2023Research Trends and Applications of Gamification in Higher Education: A Bibliometric Analysis Spanning 2013–202245 cited
  • 2006Digital gaming as a vehicle for learning40 cited
  • 2014Learning in the Smart City: A Virtual and Augmented Museum Devoted to Chaos Theory29 cited
  • 2020The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience24 cited
  • 2021Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea24 cited
  • 2020Impacts of Immersive Technologies on Service Prototyping : Investigating the performance, experience, and acceptance of different service prototype forms6 cited
  • 2011Pedagogy and praxis: simulations and skill sets4 cited

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