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The Co-Creative approach to digital simulation games in social science education
16 references·6 citing·46 second hop
The Co-Creative approach to digital simulation games in social science education (2020)The Co-Creative approach to digital simul…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game-Based Learning (2019)Digital Game-Based LearningThe effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Students as co‐creators of teaching approaches, course design, and curricula: implications for academic developers (2011)Students as co‐creators of te…A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…The graduate attributes we’ve overlooked: enhancing graduate employability through career management skills (2009)The graduate attributes we’ve…Serious Games : An Overview (2007)Serious Games : An OverviewLearner-Centered Teacher-Student Relationships Are Effective: A Meta-Analysis (2007)Learner-Centered Teacher-Stud…Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Using Mixed-Methods Sequentia…Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …Creative Teaching: Collaborative Discussion as Disciplined Improvisation (2004)Creative Teaching: Collaborat…Co‐creating unique value with customers (2004)Co‐creating unique value with…Measuring Global Self-Esteem: Construct Validation of a Single-Item Measure and the Rosenberg Self-Esteem Scale (2001)Measuring Global Self-Esteem:…The Motivational Bases of Public Service (1990)The Motivational Bases of Pub…Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions (2025)Gamification, collaborative l…Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities (2025)Business simulation games fro…Simulations to Teach Science Subjects: Connections Among Students’ Engagement, Self-Confidence, Satisfaction, and Learning Styles (2022)Simulations to Teach Science …Empowering digital creative ecosystem using problem structuring method and a service science perspective: A case study in Cimahi and Bandung, Indonesia (2022)Empowering digital creative e…Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms (2022)Design and Development of a S…A Case Study on a Hedonic-Motivation System Adoption Model in a Game-Based Student Response System (2022)A Case Study on a Hedonic-Mot…Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Case Study Research: Design and Methods (1984)Naturalistic inquiry (1985)Case Study Research: Design and Methods (1991)Paradigms Lost and Pragmatism Regained (2007)Editorial: Mapping the Field of Mixed Methods Research (2008)Guidelines for Conducting Mixed-methods Research: An Extension and Illustration (2016)Graduate Employability: A Review of Conceptual and Empirical Themes (2012)Forms of graduate capital and their relationship to graduate employability (2017)Rethinking graduate employability: the role of capital, individual attributes and context (2017)Co-creation experiences: The next practice in value creation (2004)A Strategic Framework for Customer Relationship Management (2005)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Measuring Public Service Motivation: An Assessment of Construct Reliability and Validity (1996)Galloping Elephants: Developing Elements of a Theory of Effective Government Organizations (1999)The New Public Service: Serving Rather than Steering (2000)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2004Does Active Learning Work? A Review of the Research7,318 cited
  • 2005Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice3,164 cited
  • 1990The Motivational Bases of Public Service3,065 cited
  • 2001Measuring Global Self-Esteem: Construct Validation of a Single-Item Measure and the Rosenberg Self-Esteem Scale3,040 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2004Co‐creating unique value with customers2,463 cited
  • 2007Learner-Centered Teacher-Student Relationships Are Effective: A Meta-Analysis1,558 cited
  • 2009The graduate attributes we’ve overlooked: enhancing graduate employability through career management skills1,322 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2007Serious Games : An Overview946 cited
  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review773 cited
  • 2011Students as co‐creators of teaching approaches, course design, and curricula: implications for academic developers740 cited
  • 2004

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Creative Teaching: Collaborative Discussion as Disciplined Improvisation
674 cited
  • 2019Digital Game-Based Learning656 cited
  • Cited by

    • 2022Simulations to Teach Science Subjects: Connections Among Students’ Engagement, Self-Confidence, Satisfaction, and Learning Styles89 cited
    • 2022Design and Development of a Scaffolding-Based Mindtool for Gamified Learning Classrooms33 cited
    • 2022A Case Study on a Hedonic-Motivation System Adoption Model in a Game-Based Student Response System33 cited
    • 2025Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions30 cited
    • 2022Empowering digital creative ecosystem using problem structuring method and a service science perspective: A case study in Cimahi and Bandung, Indonesia16 cited
    • 2025Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities9 cited