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A model to analyze and design educational games with pedagogical foundations
16 references·0 citing·33 second hop
A model to analyze and design educational games with pedagogical foundations (2015)A model to analyze and design educational…The Cambridge Handbook of the Learning Sciences (2014)The Cambridge Handbook of the…Qualitative Data Analysis: A Methods Sourcebook. Third Edition. (2014)Qualitative Data Analysis: A …Purposeful by design? (2012)Purposeful by design?A serious game model for cultural heritage (2012)A serious game model for cult…Practical, appropriate, empirically-validated guidelines for designing educational games (2011)Practical, appropriate, empir…Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Investigating the learning‐th…Pervasive Games (2009)Pervasive GamesCognitive Behavior Therapy and Eating Disorders (2008)Cognitive Behavior Therapy an…Cognitive Behavior Therapy and Eating Disorders (2008)Cognitive Behavior Therapy an…Constructing Grounded Theory. A Practical Guide Through Qualitative Analysis (2006)Constructing Grounded Theory.…Constructing grounded theory : a practical guide through qualitative analysis (2006)Constructing grounded theory …The Game Design Reader: A Rules of Play Anthology (2005)The Game Design Reader: A Rul…Motivation-driven educational game design (2005)Motivation-driven educational…PRECISION TEACHING: DISCOVERIES AND EFFECTS (1992)PRECISION TEACHING: DISCOVERI…Qualitative Data Analysis: A Methods Sourcebook (1988)Qualitative Data Analysis: A …The Conditions of Learning and Theory of Instruction (1985)The Conditions of Learning an…The Structure of Scientific Revolutions (1963)The Tourist: A New Theory of the Leisure Class. (1977)From Content to Context: Videogames as Designed Experience (2006)Madness and Civilization (2006)Toward an understanding of flow in video games (2008)Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis (2014)Preparing teacher-students for twenty-first-century learning practices (PREP 21): a framework for enhancing collaborative problem-solving and strategic learning skills (2016)Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help? (2016)A review of project-based learning in higher education: Student outcomes and measures (2020)Interpretative Phenomenological Analysis: Theory, Method and Research (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)One size fits all? What counts as quality practice in (reflexive) thematic analysis? (2020)Revisiting the affect regulation model of binge eating: A meta-analysis of studies using ecological momentary assessment. (2011)Unified Protocol for Transdiagnostic Treatment of Emotional Disorders: A Randomized Controlled Trial (2012)The IOC consensus statement: beyond the Female Athlete Triad—Relative Energy Deficiency in Sport (RED-S) (2014)First principles of instruction (2002)Human capital and entrepreneurial success: A meta-analytical review (2009)Conducting Educational Design Research (2018)Social management capabilities of multinational buying firms and their emerging market suppliers: An exploratory study of the clothing industry (2016)Fake News and The Economy of Emotions (2017)Exploring Social Media Engagement Behaviors in the Context of Luxury Brands (2018)Sample Size in Qualitative Interview Studies (2015)A practical guide to reflexivity in qualitative research: AMEE Guide No. 149 (2022)Thematic Analysis (2022)Transdiagnostic Cognitive-Behavioral Therapy for Patients With Eating Disorders: A Two-Site Trial With 60-Week Follow-Up (2008)Emotional functioning in eating disorders: attentional bias, emotion recognition and emotion regulation (2010)International Olympic Committee (IOC) Consensus Statement on Relative Energy Deficiency in Sport (RED-S): 2018 Update (2018)Thematic Analysis (2017)A simple method to assess and report thematic saturation in qualitative research (2020)The Coding Manual for Qualitative Researchers (2022)Storytelling on mobile devices for cultural heritage (2012)The Pokémon GO Experience (2017)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)
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References

  • 1988Qualitative Data Analysis: A Methods Sourcebook20,700 cited
  • 2006Constructing grounded theory : a practical guide through qualitative analysis18,720 cited
  • 2006Constructing Grounded Theory. A Practical Guide Through Qualitative Analysis11,845 cited
  • 1985The Conditions of Learning and Theory of Instruction1,625 cited
  • 2008Cognitive Behavior Therapy and Eating Disorders1,397 cited
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  • 2005The Game Design Reader: A Rules of Play Anthology351 cited
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  • 2011Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis279 cited
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  • 2005Motivation-driven educational game design204 cited
  • 2011Practical, appropriate, empirically-validated guidelines for designing educational games195 cited
  • 2012A serious game model for cultural heritage

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