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Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games
16 references·1 citing·54 second hop
Video Games and Collaborative Learning in Education? 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(1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)The concept of flow in collaborative game-based learning (2011)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Snowball Sampling: Problems and Techniques of Chain Referral Sampling (1981)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Play, Dreams And Imitation In Childhood (2013)Gamification in computer programming : effects on learning, engagement, self-efficacy and intrinsic motivation (2017)An approach for planning and deploying gamification concepts with social networks within educational contexts (2018)Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics (2023)Content creation challenges and flow experience in educational games: The IT-Emperor case (2005)A Systematic Review of Serious Games in Training Health Care Professionals (2015)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Effectiveness of serious games in nurse education: A systematic review (2021)Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies (2022)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Gamification in Education: A Systematic Mapping Study (2015)Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios (2019)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)Learning through play: Gamification model in university-level distance learning (2021)Assessing 21st Century Skills: Summary of a Workshop (2011)Learning factories for future oriented research and education in manufacturing (2017)Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)
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References

  • 2012A collaborative game-based learning approach to improving students' learning performance in science courses552 cited
  • 2009Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game548 cited
  • 2011Serious Games and Edutainment Applications315 cited
  • 2011Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study190 cited
  • 2013La utilización del juicio de experto para la evaluación de TIC: el Coeficiente de competencia experta189 cited
  • 2013Designing game-based learning environments for elementary science education: A narrative-centered learning perspective183 cited
  • 2017Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial164 cited
  • 2018Gamificación en educación superior: experiencia innovadora para motivar estudiantes y dinamizar contenidos en el aula142 cited
  • 2016Teachers’ Attitude towards and Actual Use of Gamification140 cited
  • 2013The Effects of a Collaborative Problem-based Learning Experience on Students’ Motivation in Engineering Capstone Courses140 cited
  • 2015Can Gamification Improve the Benefits of Student Response Systems in Learning? An Experimental Study124 cited
  • 2014Using Socrative and Smartphones for the support of collaborative learning116 cited
  • 2017Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives

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114 cited
  • 2015Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters111 cited
  • 2016Using Gamification to Motivate Students with Dyslexia106 cited
  • 2012A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation105 cited
  • Cited by

    • 2022Evaluating digital mathematical games in improving the basic mathematical skills of university students23 cited