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Learning in the Smart City: A Virtual and Augmented Museum Devoted to Chaos Theory
13 references·1 citing·39 second hop
Learning in the Smart City: A Virtual and Augmented Museum Devoted to Chaos Theory (2014)Learning in the Smart City: A Virtual and…Self-Regulated Learning in Technology Enhanced Learning Environments (2017)Self-Regulated Learning in Te…Toward the Use of Chua's Circuit in Education, Art and Interdisciplinary Research: Some Implementation and Opportunities (2013)Toward the Use of Chua's Circ…Constructivism and the Technology of Instruction (2013)Constructivism and the Techno…Motivating the learning of science topics in secondary school: A constructivist edutainment setting for studying Chaos (2012)Motivating the learning of sc…Self-Regulated Learning in Technology Enhanced Learning Environments (2011)Self-Regulated Learning in Te…Self-Regulated Learning in Technology Enhanced Learning Environments : A European Perspective (2011)Self-Regulated Learning in Te…Connecting Art and Science for Education: Learning through an Advanced Virtual Theater with “Talking Heads” (2010)Connecting Art and Science fo…Review of "Learning by Doing: A Comprehensive Guide to Simulations, Computer Games and Pedagogy in E-learning and Other Educational Experiences by Clark Aldrich" (2005)Review of "Learning by Doing:…Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)Learning by Doing: A Comprehe…Talking Heads (1997)Talking HeadsThe Art of Computer Game Design (1984)The Art of Computer Game Desi…Creative product and creative process in science and art (1980)Creative product and creative…The origins of intelligence in children. (1952)The origins of intelligence i…Machine learning and points of interest: typical tourist Italian cities (2019)Machine learning and points o…Blind variation and selective retentions in creative thought as in other knowledge processes. (1960)Criticism and the Growth of Knowledge (1970)The Philosophy of Karl Popper. (1975)Creativity syndrome: Integration, application, and innovation. (1988)Process analytic models of creative capacities (1991)Exploratory Examination of Relationships Between Creativity Styles and Creative Products (1995)Situated Cognition and the Culture of Learning (1989)Self-Efficacy: The Exercise of Control (1999)Attaining Self-Regulation (2000)Detecting Self-Regulated Learning in Online Communities by Means of Interaction Analysis (2008)Urban Residents’ Attitudes toward Tourism Development: The Case of Crete (2003)Role of social media in online travel information search (2009)The Role of Big Data and Predictive Analytics in Retailing (2017)Geopolitical risk and tourism: Evidence from dynamic heterogeneous panel models (2020)Artificial intelligence: a systematic review of methods and applications in hospitality and tourism (2021)The impact of social media influencers on travel decisions: the role of trust in consumer decision journey (2021)Motivational and self-regulated learning components of classroom academic performance. (1990)Multimedia Learning (2002)Constructing and evaluating online goal-setting mechanisms in web-based portfolio assessment system for facilitating self-regulated learning (2013)The Use of E-portfolio-based Assessment to Develop Students’ Self-regulated Learning in English Language Teaching (2015)Self-Regulated Learning and Technology-Enhanced Learning Environments in Higher Education: A Scoping Review (2021)Defining gamification (2012)Gamification in theory and action: A survey (2014)A definition for gamification: anchoring gamification in the service marketing literature (2016)Problem Based Learning: An instructional model and its constructivist framework (1995)Enhancing teaching through constructive alignment (1996)Interactive Multimodal Learning Environments (2007)From Content to Context: Videogames as Designed Experience (2006)e-Learning and Social Networking Handbook: Resources for Higher Education (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Beyond the “Babel Problem”: Defining Simulations for the Social Studies (2014)Educational game design (2018)Research Trends and Applications of Gamification in Higher Education: A Bibliometric Analysis Spanning 2013–2022 (2023)Voice, Footing, Enregisterment (2005)Language and Social Relations (2006)Prophecy and the near future: Thoughts on macroeconomic, evangelical, and punctuated time (2007)Motivation reconsidered: The concept of competence. (1959)Basic objects in natural categories (1976)On seeing human: A three-factor theory of anthropomorphism. (2007)
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References

  • 1952The origins of intelligence in children.10,830 cited
  • 2013Constructivism and the Technology of Instruction1,226 cited
  • 1984The Art of Computer Game Design919 cited
  • 2005Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences440 cited
  • 1997Talking Heads369 cited
  • 1980Creative product and creative process in science and art101 cited
  • 2017Self-Regulated Learning in Technology Enhanced Learning Environments74 cited
  • 2005Review of "Learning by Doing: A Comprehensive Guide to Simulations, Computer Games and Pedagogy in E-learning and Other Educational Experiences by Clark Aldrich"72 cited
  • 2011Self-Regulated Learning in Technology Enhanced Learning Environments : A European Perspective63 cited
  • 2011Self-Regulated Learning in Technology Enhanced Learning Environments60 cited
  • 2012Motivating the learning of science topics in secondary school: A constructivist edutainment setting for studying Chaos54 cited
  • 2010Connecting Art and Science for Education: Learning through an Advanced Virtual Theater with “Talking Heads”36 cited
  • 2013Toward the Use of Chua's Circuit in Education, Art and Interdisciplinary Research: Some Implementation and Opportunities23 cited

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  • 2019Machine learning and points of interest: typical tourist Italian cities

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63 cited