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‘It was fun’: Exploring the pedagogical value of collaborative educational games
16 references·0 citing·50 second hop
‘It was fun’: Exploring the pedagogical value of collaborative educational games (2020)‘It was fun’: Exploring the pedagogical v…A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)A Meta-Analysis of Use of Ser…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…What's in a name? Qualitative description revisited (2009)What's in a name? Qualitative…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Collaborative games: Lessons learned from board games (2006)Collaborative games: Lessons …Three Approaches to Qualitative Content Analysis (2005)Three Approaches to Qualitati…Turning Student Groups into Effective Teams (2004)Turning Student Groups into E…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Making cooperative learning work (1999)Making cooperative learning w…Productivity loss in performance groups: A motivation analysis. (1993)Productivity loss in performa…Motivational processes affecting learning. (1986)Motivational processes affect…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Techniques for Evaluating Training Programs (1975)Techniques for Evaluating Tra…Joining Together: Group Theory and Group Skills (1975)Cooperation and Competition: Theory and Research (1989)Active Learning: Cooperation in the College Classroom (2006)A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings? 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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2005Three Approaches to Qualitative Content Analysis49,198 cited
  • 1986Motivational processes affecting learning.7,353 cited
  • 2009What's in a name? Qualitative description revisited5,384 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.2,192 cited
  • 1999Making cooperative learning work1,534 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,379 cited
  • 1975Techniques for Evaluating Training Programs1,236 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis990 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review969 cited
  • 2004Turning Student Groups into Effective Teams738 cited
  • 2019A Meta-Analysis of Use of Serious Games in Education over a Decade656 cited
  • 1993Productivity loss in performance groups: A motivation analysis.423 cited

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  • 2006Collaborative games: Lessons learned from board games380 cited
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