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Gaming redefines interactivity for learning
3 references·11 citing·45 second hop
Gaming redefines interactivity for learning (2005)Gaming redefines interactivity for learni…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…Problem Based Learning: An instructional model and its constructivist framework (1995)Problem Based Learning: An in…Constructivist Learning Environments: Case Studies in Instructional Design (1995)Constructivist Learning Envir…Teaching English Using Two Stay Two Stray in Improving Students' English Speaking Skills Integrated with Foreign Language Anxiety (2022)Teaching English Using Two St…‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction (2020)‘Serious’ Disaster Video Game…An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)An overview of serious games …Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School (2015)Exploring Application, Attitu…Elementary School Teachers’ Views on Game-based Learning as a Teaching Method (2015)Elementary School Teachers’ V…Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Development of Game-Like Simu…Measuring the Effectiveness of Transfer of Learning Constructs and Intent to Transfer in a Simulation-based Leadership Training Program (2013)Measuring the Effectiveness o…Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes (2011)Effects of Interactivity in E…Percolating the Power of Play (2009)Percolating the Power of PlayLeadership Developmental Needs--A System for Identifying Them. 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this work references cited by second hop

References

  • 1995Problem Based Learning: An instructional model and its constructivist framework2,867 cited
  • 1995Constructivist Learning Environments: Case Studies in Instructional Design1,344 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited

Cited by

  • 2018An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk227 cited
  • 2015Elementary School Teachers’ Views on Game-based Learning as a Teaching Method84 cited
  • 2007Online Games for 21st Century Skills56 cited
  • 2014Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education51 cited
  • 2011Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes47 cited
  • 2020‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction47 cited
  • 2015Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School39 cited
  • 2022Teaching English Using Two Stay Two Stray in Improving Students' English Speaking Skills Integrated with Foreign Language Anxiety23 cited
  • 2009Leadership Developmental Needs--A System for Identifying Them.4 cited
  • 2013Measuring the Effectiveness of Transfer of Learning Constructs and Intent to Transfer in a Simulation-based Leadership Training Program

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3 cited
  • 2009Percolating the Power of Play1 cited