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Development of ICT-Based Didactic Interventions for Learning Sustainability Content: Cognitive and Affective Analysis
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Development of ICT-Based Didactic Interventions for Learning Sustainability Content: Cognitive and Affective Analysis (2020)Development of ICT-Based Didactic Interve…Teaching for a Better World. Sustainability and Sustainable Development Goals in the Construction of a Change-Maker University (2019)Teaching for a Better World. …Adaptive Motivation and Emotion in Education (2016)Adaptive Motivation and Emoti…Las emociones en la enseñanza de las ciencias (2014)Las emociones en la enseñanza…Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Building virtual cities, insp…Video Games: A Route to Large-Scale STEM Education? (2009)Video Games: A Route to Large…Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Inquiry‐based science instruc…Approaches to data analysis of multiple-choice questions (2009)Approaches to data analysis o…Examining Changing Attitudes in Secondary School Science (2008)Examining Changing Attitudes …Evaluating an electricity and magnetism assessment tool: Brief electricity and magnetism assessment (2006)Evaluating an electricity and…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Video Games in Education (2003)Video Games in EducationRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…The Educational Effectiveness of Simulation Games (1981)The Educational Effectiveness…Reconsidering Research on Learning from Media (1983)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Problem Based Learning: An instructional model and its constructivist framework (1995)Learning science in informal environments : people, places, and pursuits (2009)Gamifying learning experiences: Practical implications and outcomes (2013)Game-based Learning and 21st century skills: A review of recent research (2016)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2009Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 20021,769 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research797 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students742 cited
  • 2003Video Games in Education714 cited
  • 2006Evaluating an electricity and magnetism assessment tool: Brief electricity and magnetism assessment429 cited
  • 2008Examining Changing Attitudes in Secondary School Science379 cited
  • 2009Video Games: A Route to Large-Scale STEM Education?360 cited
  • 2012Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation322 cited
  • 2016Adaptive Motivation and Emotion in Education303 cited
  • 2009Approaches to data analysis of multiple-choice questions260 cited
  • 2019Teaching for a Better World. Sustainability and Sustainable Development Goals in the Construction of a Change-Maker University256 cited

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  • 1981The Educational Effectiveness of Simulation Games196 cited
  • 2014Las emociones en la enseñanza de las ciencias160 cited
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