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The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education
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The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education (2022)The Affordances of Minecraft Education as…South African Journal of Higher Education (2014)South African Journal of High…Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (2009)Research Design: Qualitative,…Qualitative Research: A Guide to Design and Implementation (2009)Qualitative Research: A Guide…Assessment in Education: Principles, Policy & Practice (2008)Assessment in Education: Prin…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningPractice of Social Research (2000)Practice of Social ResearchWhy is science difficult to learn? Things are seldom what they seem (1991)Why is science difficult to l…Self-Direction for Lifelong Learning (1991)Self-Direction for Lifelong L…The Emperor's New Mind (1989)The Emperor's New MindBulletin of the Menninger Clinic (1989)Bulletin of the Menninger Cli…Cooperative Learning (1980)Cooperative LearningMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Psychology Applied to Teaching (1971)Psychology Applied to TeachingExperience and Education. (1938)Experience and Education.Using Minecraft to cultivate student interest in STEM (2023)Using Minecraft to cultivate …Children's ideas in science (1985)Chemical Education: Towards Research-based Practice (2003)Multiple Representations in Chemical Education (2009)Macro, Submicro, and Symbolic: The many faces of the chemistry “triplet” (2010)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Qualitative Research (2014)Metodologi Penelitian Kualitatif (2022)The Coding Manual for Qualitative Researchers (2022)Orchestrated reduction of quantum coherence in brain microtubules: A model for consciousness (1996)Facing Up to the Problem of Consciousness (1998)The coming technological singularity: How to survive in a post-human era (2017)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)Case study research: design and methods (2011)Qualitative Case Study Methodology: Study Design and Implementation for Novice Researchers (2015)Thematic Analysis (2017)Stories of Experience and Narrative Inquiry (1990)Students' Need for Belonging in the School Community (2000)Work and family research in IO/OB: Content analysis and review of the literature (1980–2002) (2004)Detecting and Deterring Insufficient Effort Responding to Surveys (2011)What matters in college for retaining aspiring scientists and engineers from underrepresented racial groups (2014)The Contours of Positive Human Health (1998)TARGET ARTICLE: "Putting the Self Into Self-Conscious Emotions: A Theoretical Model" (2004)Why Isn't Creativity More Important to Educational Psychologists? Potentials, Pitfalls, and Future Directions in Creativity Research (2004)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)
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References

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  • 2009Research Design: Qualitative, Quantitative, and Mixed Methods Approaches14,328 cited
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  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1989Bulletin of the Menninger Clinic3,365 cited
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Cited by

  • 2023Using Minecraft to cultivate student interest in STEM30 cited