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Perceived Importance of Authentic Learning Factors in Designing Construction Safety Simulation Game-Based Assignment: Random Forest Approach
16 references·1 citing·42 second hop
Perceived Importance of Authentic Learning Factors in Designing Construction Safety Simulation Game-Based Assignment: Random Forest Approach (2020)Perceived Importance of Authentic Learnin…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…An Overview of Serious Games (2014)An Overview of Serious GamesA narrative literature review of games, animations and simulations to teach research methods and statistics (2014)A narrative literature review…Handbook of Research on Educational Communications and Technology (2013)Handbook of Research on Educa…Global Estimates of the Burden of Injury and Illness at Work in 2012 (2013)Global Estimates of the Burde…Purposeful by design? (2012)Purposeful by design?A Theoretical Framework for Serious Game Design (2012)A Theoretical Framework for S…Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…Authentic Learning Supported by Technology: Ten suggestions and cases of integration in classrooms (2007)Authentic Learning Supported …What is an Authentic Learning Environment? (2006)What is an Authentic Learning…A co-evolutionary model for supporting the emergence of authenticity (2000)A co-evolutionary model for s…The real world on a short leash: The (mis) application of constructivism to the design of educational technology (1998)The real world on a short lea…Situated Learning (1991)Situated LearningAudio Visual Methods in Teaching (1955)Audio Visual Methods in Teach…The Relation of Theory to Practice in Education. (1904)The Relation of Theory to Pra…Gamification in Construction Engineering Education: A Scoping Review (2022)Gamification in Construction …Serious Games (1970)Serious Games: Games That Educate, Train, and Inform (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)The Global competitiveness report, 1999 (2000)Global Estimates of Occupational Accidents and Work-related Illnesses 2014 (2014)Human trafficking and exploitation: A global health concern (2017)Migrant Workers and Their Occupational Health and Safety (2018)Truth and Method (1960)Steps to an Ecology of Mind (1973)What Video Games Have to Teach Us about Learning and Literacy (2004)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Mind in Society: The Development of Higher Psychological Processes (1978)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. 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References

  • 1991Situated Learning33,773 cited
  • 2013Handbook of Research on Educational Communications and Technology2,732 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 1955Audio Visual Methods in Teaching1,387 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
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  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 2012Purposeful by design?312 cited
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  • 2007Authentic Learning Supported by Technology: Ten suggestions and cases of integration in classrooms257 cited
  • 2006What is an Authentic Learning Environment?215 cited
  • 1998The real world on a short leash: The (mis) application of constructivism to the design of educational technology159 cited
  • 2014A narrative literature review of games, animations and simulations to teach research methods and statistics

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153 cited
  • 2012A Theoretical Framework for Serious Game Design140 cited
  • Cited by

    • 2022Gamification in Construction Engineering Education: A Scoping Review28 cited