SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience
16 references·1 citing·46 second hop
The Transportability of a Game-Based Learning Approach to Undergraduate Mechanical Engineering Education: Effects on Student Conceptual Understanding, Engagement, and Experience (2020)The Transportability of a Game-Based Lear…Effects of game‐based learning on students' mathematics achievement: A meta‐analysis (2019)Effects of game‐based learnin…Qualitative Inquiry and Research Design : Choosing Among Five Approaches (2017)Qualitative Inquiry and Resea…A hands-on guide to doing content analysis (2017)A hands-on guide to doing con…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Organizing Research and Development at the Intersection of Learning, Implementation, and Design (2011)Organizing Research and Devel…Experience Sampling Method (2007)Experience Sampling MethodHow Computer Games Help Children Learn (2006)How Computer Games Help Child…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…STUDYING ORGANIZATIONAL CHANGE AND DEVELOPMENT: CHALLENGES FOR FUTURE RESEARCH. (2001)STUDYING ORGANIZATIONAL CHANG…Communities of Practice (1998)Communities of PracticeThe Challenge of Innovation Implementation (1996)The Challenge of Innovation I…Force concept inventory (1992)Force concept inventoryA mechanics baseline test (1992)A mechanics baseline testToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Effects of digital game-based…The origins of intelligence in children. (1952)Science and Human Behavior (1953)Human Problem Solving. (1973)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)From game design elements to gamefulness (2011)Research on conceptual understanding in mechanics (1984)Common sense concepts about motion (1985)The initial knowledge state of college physics students (1985)Peer Instruction: Ten years of experience and results (2001)Where's the evidence that active learning works? (2006)The Flipped Classroom: A Survey of the Research (2020)The Social Psychology of Organizations. (1979)The Competitive Advantage of Nations (1990)The Competitive Advantage of Nations (1991)The network dynamics of international new ventures (2006)ORGANIZATIONAL PATH DEPENDENCE: OPENING THE BLACK BOX. (2009)Process Studies of Change in Organization and Management: Unveiling Temporality, Activity, and Flow (2013)Organizational Culture and Leadership (1986)ORGANIZATIONAL INNOVATION: A META-ANALYSIS OF EFFECTS OF DETERMINANTS AND MODERATORS. (1991)Organizational culture and leadership (1993)Perceptions of safety at work: A framework for linking safety climate to safety performance, knowledge, and motivation. (2000)Understanding HRM-Firm Performance Linkages: The Role of the "Strength" of the HRM System (2004)A theory of organizational readiness for change (2009)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. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Content Analysis: An Introduction to its Methodology. (1984)Three Approaches to Qualitative Content Analysis (2005)The qualitative content analysis process (2008)Demystifying Content Analysis (2020)Inductive content analysis: A guide for beginning qualitative researchers (2022)What if the devil is my guardian angel: ChatGPT as a case study of using chatbots in education (2023)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Ecological Momentary Assessment (2007)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)Measuring student engagement in technology-mediated learning: A review (2015)Characterising and justifying sample size sufficiency in interview-based studies: systematic analysis of qualitative health research over a 15-year period (2018)Thematic analysis of qualitative research data: Is it as easy as it sounds? (2018)The Coding Manual for Qualitative Researchers (2022)Problem-Based Learning: What and How Do Students Learn? (2004)Why Should I Share? Examining Social Capital and Knowledge Contribution in Electronic Networks of Practice1 (2005)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1998Communities of Practice24,448 cited
  • 2017Qualitative Inquiry and Research Design : Choosing Among Five Approaches16,035 cited
  • 1992Force concept inventory3,367 cited
  • 2017A hands-on guide to doing content analysis2,942 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,305 cited
  • 1996The Challenge of Innovation Implementation2,119 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2001STUDYING ORGANIZATIONAL CHANGE AND DEVELOPMENT: CHALLENGES FOR FUTURE RESEARCH.1,579 cited
  • 2007Experience Sampling Method1,180 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2006How Computer Games Help Children Learn1,057 cited
  • 2012Our Princess Is in Another Castle818 cited
  • 2011Organizing Research and Development at the Intersection of Learning, Implementation, and Design790 cited
  • 2019Effects of game‐based learning on students' mathematics achievement: A meta‐analysis510 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

1992
A mechanics baseline test
462 cited

Cited by

  • 2022Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis532 cited