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Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan
16 references·0 citing·39 second hop
Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan (2020)Kesan Pembelajaran Berasaskan Permainan D…Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)Mining Learning and Crafting …Educational Gamification Vs. Game Based Learning: Comparative Study (2016)Educational Gamification Vs. …An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education (2016)An Overview and Study on the …An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)A contextual game-based learn…Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach (2013)Improving learning achievemen…Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning (2011)Enhancing 5th graders’ scienc…Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)Embedding game-based problem-…Elementary and Middle School Mathematics: Teaching Developmentally (2010)Elementary and Middle School …Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning (2009)Not just fun, but serious str…The development of students’ understanding of the numerical value of fractions (2004)The development of students’ …Research design: qualitative, quantitative, and mixed methods approaches (2003)Research design: qualitative,…Digital game-based learning (2003)Digital game-based learningTeaching Fractions and Ratios for Understanding: Essential Content Knowledge and Instructional Strategies for Teachers (1999)Teaching Fractions and Ratios…National Council of Teachers of Mathematics (1979)Handbook of research on mathematics teaching and learning (1992)Handbook of educational psychology (1997)Drawing on a Theoretical Model to Study Students’ Understandings of Fractions (2006)How ManyDecimalsAre There Between TwoFractions? Aspects of Secondary School Students’ Understanding of Rational Numbers and Their Notation (2010)An integrated theory of whole number and fractions development (2011)Mind in Society: The Development of Higher Psychological Processes (1978)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)What Video Games Have to Teach Us about Learning and Literacy (2004)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2003Research design: qualitative, quantitative, and mixed methods approaches18,745 cited
  • 2003Digital game-based learning3,290 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2010Elementary and Middle School Mathematics: Teaching Developmentally1,588 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,300 cited
  • 2009Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning520 cited
  • 1999Teaching Fractions and Ratios for Understanding: Essential Content Knowledge and Instructional Strategies for Teachers409 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited
  • 2004The development of students’ understanding of the numerical value of fractions376 cited
  • 2016Educational Gamification Vs. Game Based Learning: Comparative Study342 cited
  • 2011Embedding game-based problem-solving phase into problem-posing system for mathematics learning253 cited
  • 2014A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses246 cited
  • 2013Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach237 cited

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2011
Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning
229 cited
  • 2016An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education227 cited
  • 2016Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research.194 cited
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