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Innovating Higher Education via Game-Based Learning on Misconceptions
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Innovating Higher Education via Game-Based Learning on Misconceptions (2020)Innovating Higher Education via Game-Base…Gamification: a systematic review of design frameworks (2017)Gamification: a systematic re…Gamification in Learning and Education (2017)Gamification in Learning and …The effect of competition on learning in games (2015)The effect of competition on …Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Constructionist Gaming: Under…Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Benefits, barriers and guidel…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…From game design elements to gamefulness (2011)From game design elements to …Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…Qualitative Content Analysis (2008)Qualitative Content AnalysisDigital Games in Education (2007)Digital Games in EducationA Task-Centered Instructional Strategy (2007)A Task-Centered Instructional…Those Who Understand: Knowledge Growth in Teaching (1986)Those Who Understand: Knowled…Those Who Understand: Knowledge Growth in Teaching (1986)Those Who Understand: Knowled…Cooperative Learning (1980)Cooperative LearningMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Content Analysis: An Introduction to its Methodology. (1984)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Three Approaches to Qualitative Content Analysis (2005)Content analysis and thematic analysis: Implications for conducting a qualitative descriptive study (2013)A hands-on guide to doing content analysis (2017)Judgment under Uncertainty (1982)Judgment Under Uncertainty: Heuristics and Biases. (1984)Handbook of research on teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations (2019)Principles for Advancing Game-Based Learning in Teacher Education (2020)A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education (2022)Ramus, Method, and the Decay of Dialogue. (1962)Discipline and group management in classrooms (1970)Judgment under Uncertainty: Heuristics and Biases (1973)Chapter 6 : Teacher Learning and the Acquisition of Professional Knowledge: An Examination of Research on Contemporary Professlonal Development (1999)Effects of Teachers’ Mathematical Knowledge for Teaching on Student Achievement (2005)What Happens When Teachers Design Educational Technology? 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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1986Those Who Understand: Knowledge Growth in Teaching18,524 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2008Qualitative Content Analysis6,108 cited
  • 1986Those Who Understand: Knowledge Growth in Teaching4,394 cited
  • 1980Cooperative Learning771 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 2007Digital Games in Education607 cited
  • 2015Constructionist Gaming: Understanding the Benefits of Making Games for Learning383 cited
  • 2017Gamification: a systematic review of design frameworks327 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • 2015The effect of competition on learning in games259 cited
  • 2017Gamification in Learning and Education234 cited
  • 2007A Task-Centered Instructional Strategy186 cited
  • 2014Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers

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