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Enhance Student Learning with PowerPoint Games
13 references·0 citing·41 second hop
Enhance Student Learning with PowerPoint Games (2011)Enhance Student Learning with PowerPoint …Using game making pedagogy to facilitate student learning of interactive multimedia (2009)Using game making pedagogy to…Technologies Used in Accounting Education: A Study of Frequency of Use Among Faculty (2008)Technologies Used in Accounti…Teaching the Virtual Generation. (2007)Teaching the Virtual Generati…Global Perspectives on Information, Communication, and E-Commerce (2007)Global Perspectives on Inform…Digital Games in Education (2007)Digital Games in EducationReaching and Teaching the Digital Natives (2006)Reaching and Teaching the Dig…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Boomers, Gen-Xers, and Millennials: Understanding the "New Students.". (2003)Boomers, Gen-Xers, and Millen…Building an Educational Adventure Game: Theory, Design, and Lessons (2001)Building an Educational Adven…An Exploratory Study of Integrating Interactive Technology into the Marketing Curriculum (2001)An Exploratory Study of Integ…Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …From Teaching to Learning — A New Paradigm For Undergraduate Education (1995)From Teaching to Learning — A…Seven Principles for Good Practice in Undergraduate Education (1989)Seven Principles for Good Pra…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)The Journal of College Science Teaching (1971)Chronicle of Higher Education (1998)Virtual Communities and the Assessment of Online Marketing Education (2003)The Interdependence of the Factors Influencing the Perceived Quality of the Online Learning Experience: A Causal Model (2007)A meta-analysis of the effects of audience response systems (clicker-based technologies) on cognition and affect (2015)Advances in Consumer Research (2025)Mind in Society: The Development of Higher Psychological Processes (1978)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Research in online and blended learning in the business disciplines: Key findings and possible future directions (2009)Using the kaleidoscope career model to examine generational differences in work attitudes (2009)The impact of a simulation game on operations management education (2011)Digital Natives, Digital Immigrants Part 1 (2001)Educating the Net Generation (2005)Factors affecting e-collaboration technology use among management students (2007)Digital Natives, Digital Immigrants (2012)Evaluating the intention to use ICT collaborative tools in a social constructivist environment (2017)Online Education in the Post COVID-19 Era: Students’ Perception and Learning Experience (2021)The Information-Age Mindset: Changes in Students and Implications for Higher Education (2000)First year students' experiences with technology: Are they really digital natives? (2008)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Inverting the Classroom: A Gateway to Creating an Inclusive Learning Environment (2000)What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)Framing student engagement in higher education (2011)Instructor-Oriented Authoring Tools for Educational Videogames (2008)Strategies for Effective Digital Games Development and Implementation (2013)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Blended Learning and Sense of Community: A Comparative Analysis with Traditional and Fully Online Graduate Courses (2004)What Matters to Student Success: A Review of the Literature (2006)Where's the evidence that active learning works? (2006)
this work references cited by second hop

References

  • 1989Seven Principles for Good Practice in Undergraduate Education4,839 cited
  • 1995From Teaching to Learning — A New Paradigm For Undergraduate Education2,889 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2003Boomers, Gen-Xers, and Millennials: Understanding the "New Students.".757 cited
  • 2007Digital Games in Education607 cited
  • 2007Teaching the Virtual Generation.328 cited
  • 2001An Exploratory Study of Integrating Interactive Technology into the Marketing Curriculum122 cited
  • 2001Building an Educational Adventure Game: Theory, Design, and Lessons90 cited
  • 2006Reaching and Teaching the Digital Natives56 cited
  • 2009Using game making pedagogy to facilitate student learning of interactive multimedia45 cited
  • 2008Technologies Used in Accounting Education: A Study of Frequency of Use Among Faculty29 cited
  • 2007Global Perspectives on Information, Communication, and E-Commerce3 cited

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