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Let's play chinese characters
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Let's play chinese characters (2010)Let's play chinese charactersVIDEOGAMES AND EDUCATION (2009)VIDEOGAMES AND EDUCATIONDesigning digital games for rural children (2009)Designing digital games for r…Remedying Education: Evidence from Two Randomized Experiments in India (2007)Remedying Education: Evidence…Remedying Education: Evidence from Two Randomized Experiments in India (2005)Remedying Education: Evidence…Video games and education (2003)Video games and educationThe Pandemic Shift to Remote Learning under Resource Constraints (2021)The Pandemic Shift to Remote …Routledge International Handbook of Schools and Schooling in Asia (2018)Routledge International Handb…From Barbie to Mortal Kombat: gender and computer games (1998)What Video Games Have to Teach Us about Learning and Literacy (2004)Introduction to Games-Based Learning (2009)Children, Wired: For Better and for Worse (2010)After the Death of Childhood: Growing Up in the Age of Electronic Media (2013)Development of children's creativity and manual skills within digital game‐based learning environment (2014)INTERPRETING RECENT RESEARCH ON SCHOOLING IN DEVELOPING COUNTRIES (1995)Randomized Evaluations of Educational Programs in Developing Countries: Some Lessons (2003)Incentives to Learn (2004)Fighting Corruption to Improve Schooling: Evidence from a Newspaper Campaign in Uganda (2005)What Undermines Aid's Impact on Growth? (2005)Aid, Dutch disease, and manufacturing growth (2009)Rules of Play: Game Design Fundamentals (2003)Gamification for development: a case of collaborative learning in Sri Lankan primary schools (2017)Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning (2003)What video games have to teach us about learning and literacy (2003)Practical, appropriate, empirically-validated guidelines for designing educational games (2011)Game Factors and Game-Based Learning Design Model (2015)Studying student differentiation in gamified education: A long-term study (2016)Flow: the psychology of optimal experience (1990)Situated Learning: Legitimate Peripheral Participation. (1994)Ability self-concept and self-efficacy in higher education: An empirical differentiation based on their factorial structure (2020)Introduction to Meta‐Analysis (2021)Shadow education: Shapes of private tutoring in e-learning environment (2022)The Economics of Schooling: Production and Efficiency in Public Schools. (1986)Peer Effects, Teacher Incentives, and the Impact of Tracking: Evidence from a Randomized Evaluation in Kenya (2011)Teacher Performance Pay: Experimental Evidence from India (2011)Incentives Work: Getting Teachers to Come to School (2012)The Dishonesty of Honest People: A Theory of Self-Concept Maintenance (2008)Thematic Analysis (2017)Online Learning: A Panacea in the Time of COVID-19 Crisis (2020)
this work references cited by second hop

References

  • 2007Remedying Education: Evidence from Two Randomized Experiments in India1,398 cited
  • 2005Remedying Education: Evidence from Two Randomized Experiments in India414 cited
  • 2003Video games and education232 cited
  • 2009VIDEOGAMES AND EDUCATION190 cited
  • 2009Designing digital games for rural children104 cited

Cited by

  • 2018Routledge International Handbook of Schools and Schooling in Asia52 cited
  • 2021The Pandemic Shift to Remote Learning under Resource Constraints48 cited

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