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Student attitudes to games-based skills development: Learning from video games in higher education
16 references·10 citing·36 second hop
Student attitudes to games-based skills development: Learning from video games in higher education (2017)Student attitudes to games-based skills d…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…The benefits of playing video games. (2013)The benefits of playing video…Interrater reliability: the kappa statistic (2012)Interrater reliability: the k…Advantages and Disadvantages of Four Interview Techniques in Qualitative Research (2008)Advantages and Disadvantages …What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Adaptability in the workplace: Development of a taxonomy of adaptive performance. (2000)Adaptability in the workplace…Qualitative methods: what are they and why use them? (1999)Qualitative methods: what are…The effectiveness of peer tutoring in further and higher education: A typology and review of the literature (1996)The effectiveness of peer tut…Social Learning Theory. (1978)Social Learning Theory.The Measurement of Observer Agreement for Categorical Data (1977)The Measurement of Observer A…Utterer's Meaning and Intention (1969)Utterer's Meaning and Intenti…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Discovery of Grounded The…The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded The…The Process of Education (1960)The Process of EducationA Coefficient of Agreement for Nominal Scales (1960)A Coefficient of Agreement fo…Investigating student–teachers' continuous intention to use mobile learning management system: the technology acceptance model and expectation confirmatory model (2025)Investigating student–teacher…Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda (2022)Learning analytics for enhanc…Developing social-emotional concepts for learning with video games (2022)Developing social-emotional c…The educational value of virtual ecologies in Red Dead Redemption 2 (2021)The educational value of virt…Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature (2021)Serious Games as a Complement…Games based learning in accounting education – which dimensions are the most relevant? (2021)Games based learning in accou…Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education (2020)Constructive alignment of lea…Companionship Is Not a Function: The Effect of a Novel Robotic Object on Healthy Older Adults' Feelings of "Being-Seen" (2020)Companionship Is Not a Functi…Home robotic devices for older adults: Opportunities and concerns (2019)Home robotic devices for olde…Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides (2018)Gaming the SySTEM: The Relati…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(1998)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)RoB 2: a revised tool for assessing risk of bias in randomised trials (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-efficacy mechanism in human agency. 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References

  • 1977The Measurement of Observer Agreement for Categorical Data81,000 cited
  • 1968The Discovery of Grounded Theory: Strategies for Qualitative Research.46,361 cited
  • 1960A Coefficient of Agreement for Nominal Scales42,335 cited
  • 1968The Discovery of Grounded Theory; Strategies for Qualitative Research39,440 cited
  • 1978Social Learning Theory.25,426 cited
  • 2012Interrater reliability: the kappa statistic19,799 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1960The Process of Education6,018 cited
  • 2013The benefits of playing video games.2,456 cited
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  • 2000Adaptability in the workplace: Development of a taxonomy of adaptive performance.1,628 cited
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  • 1996The effectiveness of peer tutoring in further and higher education: A typology and review of the literature1,137 cited
  • 1999Qualitative methods: what are they and why use them?

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866 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
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    • 2021The educational value of virtual ecologies in Red Dead Redemption 247 cited
    • 2018Gaming the SySTEM: The Relationship Between Video Games and the Digital and STEM Divides46 cited
    • 2021Serious Games as a Complementary Tool for Social Skill Development in Young People: A Systematic Review of the Literature44 cited
    • 2020Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education36 cited
    • 2025Investigating student–teachers' continuous intention to use mobile learning management system: the technology acceptance model and expectation confirmatory model10 cited