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Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study
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Current Competencies of Game Facilitators and Their Potential Optimization in Higher Education: Multimethod Study (2021)Current Competencies of Game Facilitators…Using a gamified mobile app to increase student engagement, retention and academic achievement (2017)Using a gamified mobile app t…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…Serious Games for education and training (2014)Serious Games for education a…Academic self‐concept, learning motivation, and test anxiety of the underestimated student (2010)Academic self‐concept, learni…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…The pedagogical challenges to collaborative technologies (2008)The pedagogical challenges to…Scientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …Advances in Production Management Systems (2007)Advances in Production Manage…Overview of research on the educational use of video games (2006)Overview of research on the e…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…The Complete Facilitator's Handbook (1999)The Complete Facilitator's Ha…Sensemaking in Organizations (1996)Sensemaking in OrganizationsWhat is Experiential Education? (1992)What is Experiential Educatio…Situated Learning (1991)Situated LearningExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Schooling and the Acquisition of Knowledge (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Illich: The archaeology of knowledge (1995)The “I's” Have It: A Framework for Serious Educational Game Design (2010)Foundations of Game-Based Learning (2015)Assessment in the age of artificial intelligence (2022)National Science Education Standards (1995)What Video Games Have to Teach Us about Learning and Literacy (2004)The benefits of playing video games. (2013)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Defining Twenty-First Century Skills (2011)Theoretical and pedagogical perspectives on orchestrating creativity and collaborative learning (2011)Exploring the value of peer feedback in online learning for the provider (2016)Managing the learning process (1983)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Flow: the psychology of optimal experience (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Developing a Theory of Gamified Learning (2014)Mapping learning and game mechanics for serious games analysis (2014)A systematic review of gamification in e-Health (2017)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Deliberate Learning and the Evolution of Dynamic Capabilities (2002)Organizing and the Process of Sensemaking (2005)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A review of immersive virtual reality serious games to enhance learning and training (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)From game design elements to gamefulness (2011)
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References

  • 1991Situated Learning35,317 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1996Sensemaking in Organizations15,614 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,300 cited
  • 2009Serious games : mechanisms and effects841 cited
  • 2008Scientific Habits of Mind in Virtual Worlds575 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2008The pedagogical challenges to collaborative technologies356 cited
  • 2006Overview of research on the educational use of video games341 cited
  • 1999The Complete Facilitator's Handbook333 cited
  • 2007Advances in Production Management Systems292 cited
  • 2014Serious Games for education and training281 cited
  • 2017Using a gamified mobile app to increase student engagement, retention and academic achievement168 cited
  • 1992What is Experiential Education?163 cited
  • 2010Academic self‐concept, learning motivation, and test anxiety of the underestimated student

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