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Observation of Collaborative Activities in a Game-Based Learning Platform
14 references·3 citing·43 second hop
Observation of Collaborative Activities in a Game-Based Learning Platform (2011)Observation of Collaborative Activities i…People, places, and play (2008)People, places, and playHandbook of Visual Languages in Instructional Design: Theories and Practices (2008)Handbook of Visual Languages …Girls, Gaming, and Trajectories of IT Expertise (2008)Girls, Gaming, and Trajectori…Measurement and assessment in computer-supported collaborative learning (2007)Measurement and assessment in…Innovative ways for using gStudy to orchestrate and research social aspects of self-regulated learning (2007)Innovative ways for using gSt…How do argumentation diagrams compare when student pairs use them as a means for debate or as a tool for representing debate? (2007)How do argumentation diagrams…Practical barriers in using educational computer games (2004)Practical barriers in using e…Effects of Within-Class Grouping on Student Achievement: An Exploratory Model (2000)Effects of Within-Class Group…The evolution of research on collaborative learning (1995)The evolution of research on …Dimensions of thinking and cognitive instruction (1991)Dimensions of thinking and co…Self-Regulated Learning and Academic Achievement: An Overview (1990)Self-Regulated Learning and A…Cooperative Learning and the Cooperative School. (1987)Cooperative Learning and the …Mind in Society (1980)Mind in SocietyMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education (2023)The Impact of In-Classroom No…Learning Process of Agile Scrum Methodology With Lego Blocks in Interactive Academic Games: Viewpoint of Students (2020)Learning Process of Agile Scr…Using a 3D Online Game to Assess Students’ Foreign Language Acquisition and Communicative Competence (2013)Using a 3D Online Game to Ass…Experience and Education. 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(2003)The effects of cooperative learning on Turkish elementary students’ mathematics achievement and attitude towards mathematics using TAI and STAD methods (2007)Negotiation of meaning and co-construction of knowledge: An experimental analysis of asynchronous online instruction (2008)Skill and Cognition in Stone Tool Production (2002)Students Becoming Chemists: Developing Representationl Competence (2005)Digital game-based vocabulary learning: where are we and where are we going? (2019)The Suitability of Problem-based Learning for Engineering Education: Theory and practice (2000)Metacognition and consciousness (2007)Professional Development in Early Childhood Programs: Process Issues and Research Needs (2009)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1990Self-Regulated Learning and Academic Achievement: An Overview3,677 cited
  • 1980Mind in Society3,144 cited
  • 1995The evolution of research on collaborative learning1,417 cited
  • 1991Dimensions of thinking and cognitive instruction622 cited
  • 1987Cooperative Learning and the Cooperative School.189 cited
  • 2008People, places, and play187 cited
  • 2007Innovative ways for using gStudy to orchestrate and research social aspects of self-regulated learning182 cited
  • 2007Measurement and assessment in computer-supported collaborative learning163 cited
  • 2000Effects of Within-Class Grouping on Student Achievement: An Exploratory Model125 cited
  • 2008Handbook of Visual Languages in Instructional Design: Theories and Practices96 cited
  • 2004Practical barriers in using educational computer games88 cited
  • 2007How do argumentation diagrams compare when student pairs use them as a means for debate or as a tool for representing debate?68 cited
  • 2008Girls, Gaming, and Trajectories of IT Expertise29 cited

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  • 2013Using a 3D Online Game to Assess Students’ Foreign Language Acquisition and Communicative Competence

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41 cited
  • 2023The Impact of In-Classroom Non-Digital Game-Based Learning Activities on Students Transitioning to Higher Education35 cited
  • 2020Learning Process of Agile Scrum Methodology With Lego Blocks in Interactive Academic Games: Viewpoint of Students30 cited