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Enhanced Critical Thinking Skills through Problem-Solving Games in Secondary Schools
16 references·0 citing·49 second hop
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References

  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2003E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning2,267 cited
  • 1955Audio Visual Methods in Teaching1,387 cited
  • 2003The chronology and intellectual trajectory of American entrepreneurship education1,285 cited
  • 2014Cognitive Perspectives on Peer Learning879 cited
  • 2007What Lies Beneath? The Experiential Essence of Entrepreneurial Thinking761 cited
  • 2013Questionnaire design: how to plan, structure, and write survey material for effective market research713 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness690 cited
  • 2014Developing information literacy and critical thinking skills through domain knowledge learning in digital classrooms: An experience of practicing flipped classroom strategy630 cited
  • 2008The Role of Government Policy on Entrepreneurial Activity: Productive, Unproductive, or Destructive?574 cited
  • 2016A systematic literature review of games-based learning empirical evidence in primary education537 cited
  • 2006Learning in immersive worlds: A review of game-based learning484 cited
  • 2012Innovation and Entrepreneurship420 cited
  • 2013The evolving domain of entrepreneurship research

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352 cited
  • 1991University training for entrepreneurship: Swedish approaches341 cited
  • 2002The educational benefits of videogames334 cited
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