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Developing Smart Learning Environments Using Gamification Techniques and Video Game Technologies
16 references·0 citing·53 second hop
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What Do They Do? Why Should We Play Them? 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References

  • 2014Reading the visual: an introduction to teaching multimodal literacy367 cited
  • 2011Travel and Learning: A Neglected Tourism Research Area349 cited
  • 2013The Educational Benefits of Travel Experiences329 cited
  • 2010Exploring the Possibility of Using Humanoid Robots as Instructional Tools for Teaching a Second Language in Primary School277 cited
  • 2017Robot education peers in a situated primary school study: Personalisation promotes child learning203 cited
  • 2016The impact of computer usage on academic performance: Evidence from a randomized trial at the United States Military Academy162 cited
  • 2004Virtual museums for all: employing game technology for edutainment147 cited
  • 2016Reading the Visual: An Introduction to Teaching Multimodal Literacy142 cited
  • 2016The role of parents in the engagement of young children with digital technologies: Exploring tensions between rights of access and protection, from ‘Gatekeepers’ to ‘Scaffolders’138 cited
  • 2007Instead of Education96 cited
  • 1996Problem-based learning meets case-based reasoning92 cited
  • 2008Robot-assisted therapy for children with autism spectrum disorders87 cited
  • 2013Serious Games: What Are They? What Do They Do? Why Should We Play Them?77 cited
  • 2017Rethinking informal and incidental learning in terms of complexity and the social context

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73 cited
  • 2018A gamification design for the classroom66 cited
  • 2015Edutainment, Games, and the Future of Education in a Digital World62 cited
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