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Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries.
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Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries. (2005)Meet the Gamers: They Research, Teach, Le…GeoGame analytics – A cyber-enabled petri dish for geographic modeling and simulation (2017)GeoGame analytics – A cyber-e…The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage? 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(1998)Cloud‐Based Collaborative Writing and the Common Core Standards (2014)Getting-to-know (2017)Group Dynamics across Interaction Modes in L2 Collaborative Wiki Writing (2020)An Essay concerning Human Understanding (1690)What video games have to teach us about learning and literacy (2003)Computer-game-based tutoring of mathematics (2012)Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study (2014)You like it, you learn it: affectivity and learning in competitive social role play gaming (2016)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Mind in Society: The Development of Higher Psychological Processes (1978)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The use of educational game design and play in higher education to influence sustainable behaviour (2017)Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study (2020)Serious games for environmental education (2023)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Constructing grounded theory : a practical guide through qualitative analysis (2006)Managing Expectations (2016)Activity, consciousness, and personality (1978)From Content to Context: Videogames as Designed Experience (2006)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)A systematic literature review of game-based learning in Artificial Intelligence education (2022)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Rules of Play: Game Design Fundamentals (2003)Geographic Information Analysis (2010)
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Cited by

  • 2016Importance of Gamification in Increasing Learning153 cited
  • 2013Investigating elementary school students' technology acceptance by applying digital game-based learning to environmental education114 cited
  • 2009Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’100 cited
  • 2011Erasing “Property Lines”: A Collaborative Notion of Authorship and Textual Ownership on a Fan Wiki42 cited
  • 2008Talking, looking, flying, searching: information seeking behaviour in Second Life35 cited
  • 2009The case for video games in libraries21 cited
  • 2014A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers10 cited
  • 2017GeoGame analytics – A cyber-enabled petri dish for geographic modeling and simulation10 cited
  • 2013Learning by game design: Exploring its potential in undergraduate information literacy instruction3 cited
  • 2013Librarians’ Roles in Informatics to Support Classroom Incorporation of Technology1 cited
  • 2016The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?0 cited

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