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What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why?
16 references·1 citing·56 second hopsampled
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(2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)A Coefficient of Agreement for Nominal Scales (1960)The Measurement of Observer Agreement for Categorical Data (1977)A Concordance Correlation Coefficient to Evaluate Reproducibility (1989)ASSESSING TEACHING PRESENCE IN A COMPUTER CONFERENCING CONTEXT (2001)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)Intercoder Reliability in Qualitative Research: Debates and Practical Guidelines (2020)Nebraska Symposium on Motivation, 1961 (1963)Cooperation and Competition: Theory and Research (1989)Learning Together and Alone: Cooperative, Competitive, and Individualistic Learning (1998)The Teacher’s Role in Implementing Cooperative Learning in the Classroom (2007)Examining the effects of learner-learner interactions on satisfaction and learning in an online undergraduate course (2017)A Review of Flipped Classroom and Cooperative Learning Method Within the Context of Vygotsky Theory (2020)Mental Models (1983)Why Some Material Is Difficult to Learn (1994)Multimedia learning: Are we asking the right questions? 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References

  • 1998Scientific Discovery Learning with Computer Simulations of Conceptual Domains1,592 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 1998A Time For Telling1,036 cited
  • 1992Learning by Collaborating: Convergent Conceptual Change1,015 cited
  • 1999Beyond kappa: A review of interrater agreement measures976 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2003Animation and learning: selective processing of information in dynamic graphics553 cited
  • 2003Multimedia Learning in an Interactive Self-Explaining Environment: What Works in the Design of Agent-Based Microworlds?408 cited
  • 2002Learning Together and Alone: Overview and Meta‐analysis374 cited
  • 2003An Experimental Study of the Effects of Representational Guidance on Collaborative Learning Processes357 cited
  • 2003Structuring cooperative group work in classrooms336 cited
  • 1992Manufacturing knowledge: a history of the Hawthorne experiments325 cited
  • 2004Interrogation of a dynamic visualization during learning311 cited
  • 2010A case study of the in-class use of a video game for teaching high school history296 cited
  • 2012Learning with Multiple Representations

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277 cited
  • 2004The active integration of information during learning with dynamic and interactive visualisations258 cited
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    • 2021Transfer of learning in accounting programs: The role of business games16 cited