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Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students
16 references·1 citing·37 second hop
Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students (2013)Collaborative 3D learning games for futur…Digital Game-Based Learning (2020)Digital Game-Based LearningA systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The learning effects of computer simulations in science education (2011)The learning effects of compu…Scaffolding in Teacher–Student Interaction: A Decade of Research (2010)Scaffolding in Teacher–Studen…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Content analysis schemes to analyze transcripts of online asynchronous discussion groups: A review (2005)Content analysis schemes to a…The Social and Technological Dimensions of Scaffolding and Related Theoretical Concepts for Learning, Education, and Human Activity (2004)The Social and Technological …Digital game-based learning (2003)Digital game-based learningContent Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability (2002)Content Analysis in Mass Comm…Scientific Discovery Learning with Computer Simulations of Conceptual Domains (1998)Scientific Discovery Learning…Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Quantifying Qualitative Analy…Classroom lessons: integrating cognitive theory and classroom practice (1995)Classroom lessons: integratin…Guided Discovery in a Community of Learners (1994)Guided Discovery in a Communi…Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduc…Content Analysis in Communication Research (1953)Content Analysis in Communica…Content Analysis in Communication Research. (1952)Content Analysis in Communica…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Human Problem Solving. (1973)Telling more than we can know: Verbal reports on mental processes. (1977)Basic Content Analysis (1990)Mathematics teachers’ “learning to notice” in the context of a video club (2007)Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics (2010)Handbook of Self-Regulation of Learning and Performance (2017)On the Failure to Eliminate Hypotheses in a Conceptual Task (1960)Confirmation, disconfirmation, and information in hypothesis testing. (1987)THE ACT OF DISCOVERY (2006)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Meta-Analysis of Inquiry-Based Learning (2016)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Mind in Society: The Development of Higher Psychological Processes (1978)The process of problem‐based learning: what works and why (2011)The Discovery of Grounded Theory (2017)Toward an integrative and fine-grained insight in motivating and demotivating teaching styles: The merits of a circumplex approach. (2018)Simulation-Based Learning in Higher Education: A Meta-Analysis (2020)A Coefficient of Agreement for Nominal Scales (1960)Answering the Call for a Standard Reliability Measure for Coding Data (2007)Coding In-depth Semistructured Interviews (2013)The Content Analysis Guidebook (2017)Intercoder Reliability in Qualitative Research: Debates and Practical Guidelines (2020)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)GameFlow (2005)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)Three Approaches to Qualitative Content Analysis (2005)Qualitative Content Analysis (2008)The qualitative content analysis process (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)The Gamification of Learning: a Meta-analysis (2019)Content analysis: Method, applications, and issues (1992)Textual Analysis in Accounting and Finance: A Survey (2016)Digital Natives, Digital Immigrants Part 1 (2001)
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1,079 cited
  • 2005Content analysis schemes to analyze transcripts of online asynchronous discussion groups: A review987 cited
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    • 2017The effect of games and simulations on higher education: a systematic literature review969 cited