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Collaborative Game Based Learning of Post-Disaster Management: Serious Game on Incident Management Frameworks for Post Disaster Management
3 references·2 citing·27 second hop
Collaborative Game Based Learning of Post-Disaster Management: Serious Game on Incident Management Frameworks for Post Disaster Management (2016)Collaborative Game Based Learning of Post…Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms (2014)Toward Understanding the Pote…How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes? (2007)How does an online game based…What do you mean by collaborative learning? (1999)What do you mean by collabora…Problems Affecting Successful Implementation of Blended Learning in Higher Education - The Teacher Perspective (2017)Problems Affecting Successful…Qualitative Analysis for Social Scientists (1987)Qualitative Analysis for Soci…Mind in Society: The Development of Higher Psychological Processes (1978)Self-Efficacy: The Exercise of Control (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Foundations of Game-Based Learning (2015)Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Basics of Qualitative Research (1992)Metaphors We Live By (2003)Qualitative Content Analysis (2008)The Discovery of Grounded Theory (2017)Purposive sampling: complex or simple? Research case examples (2020)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Grounding in communication. (1991)Perspectives on socially shared cognition. (1991)Computer-supported collaborative learning: An historical perspective (2006)A REVIEW OF THE APPLICABILITY OF ROBOTS IN EDUCATION (2013)The flipped classroom: A review of its advantages and challenges (2018)Motivational processes affecting learning. (1986)Life on the Screen: Identity in the Age of the Internet (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Developing an educational computer game for migratory bird identification based on a two-tier test approach (2013)A systematic literature review of games-based learning empirical evidence in primary education (2016)Blended learning: Uncovering its transformative potential in higher education (2004)The Handbook of Blended Learning: Global Perspectives, Local Designs (2005)Blended Learning in Higher Education (2007)Analyzing EFL learners’ demotivating factors in blended learning context (2023)
this work references cited by second hop

References

  • 1999What do you mean by collaborative learning?2,126 cited
  • 2014Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms68 cited
  • 2007How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes?64 cited

Cited by

  • 1987Qualitative Analysis for Social Scientists12,381 cited
  • 2017Problems Affecting Successful Implementation of Blended Learning in Higher Education - The Teacher Perspective44 cited

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