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Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students
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Development of Aqidah Akhlak Learning Media "Board Game Based on Education Fun on the Theme of Commendable Morals (E-Fun A2M)" for High School Students (2023)Development of Aqidah Akhlak Learning Med…Using a Board Game to Teach about Sustainable Development (2021)Using a Board Game to Teach a…The effect of a scientific board game on improving creative problem solving skills (2021)The effect of a scientific bo…Serious board games: modding existing games for collaborative ideation processes (2021)Serious board games: modding …Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education (2021)Effects of Incorporating Augm…Does crowdfunding really foster innovation? Evidence from the board game industry (2021)Does crowdfunding really fost…Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication (2020)Green Across the Board: Board…Physics education students’ science process skills (2019)Physics education students’ s…Making Learning Fun: Gaming in Radiology Education (2019)Making Learning Fun: Gaming i…Playful learning: tools, techniques, and tactics (2018)Playful learning: tools, tech…Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game (2018)Game-Based Learning to Engage…Board Game in Physics Classes—a Proposal for a New Method of Student Assessment (2018)Board Game in Physics Classes…Instructional development for training teachers of exceptional children: A sourcebook (1976)Instructional development for…Homo Ludens: A Study of the Play-Element in Culture. (1951)Handbook of Theory and Research for the Sociology of Education. (1987)Rules of Play: Game Design Fundamentals (2003)Fun and games in higher education: an analysis of UK student perspectives (2018)A review on use of escape rooms in education – touching the void (2020)Escape rooms as tools for climate change education: an exploration of initiatives (2020)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary Level (2022)Fostering the 21st Century Skills through Scientific Literacy and Science Process Skills (2012)Students’ Science Process Skills within a Cognitive Domain Framework (2012)Science Process Skills and Attitudes toward Science among Palestinian Secondary School Students (2014)Interaction between Learning and Development (1980)Flow: The Psychology of Optimal Experience (1991)A team-based competition for undergraduate medical students to learn radiology within the virtual world Second Life (2021)Gamification in education: A citation network analysis using CitNetExplorer (2023)Judgment under Uncertainty: Heuristics and Biases (1974)Experiential Learning : Experience as the Source of Learning and Development (1983)Using thematic analysis in psychology (2006)Learning through Play: A Serious Game as a Tool to Support Circular Economy Education and Business Model Innovation (2021)Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education (2022)An educational board game for learning orofacial spaces: An experimental study comparing collaborative and competitive approaches (2023)Electronic markets and electronic hierarchies (1987)Networks as the Pipes and Prisms of the Market (2001)Atypical Combinations and Scientific Impact (2013)Analysis of crowdfunding platforms for microgrid project investors via a q-rung orthopair fuzzy hybrid decision-making approach (2022)Crowdfunding and innovation: a bibliometric review and future research agenda (2022)Gamification as an innovation: a tool to improve organizational marketing performance and sustainability of international firms (2023)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Situated Cognition and the Culture of Learning (1989)Meta-Analysis on Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning (2022)Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes (2018)Escape Classroom: The Leblanc Process—An Educational “Escape Game” (2018)Education for sustainable development (ESD): Effects of sustainability education on pre-service teachers’ attitude towards sustainable development (SD) (2019)The nature of human intelligence (1967)The Nature of Human Intelligence (1968)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Promoting perceived creativity and innovative behavior: Benefits of future problem-solving programs for higher education students (2022)Figure drawings: A popular method (2007)Development and Assessment of an Interculture-based Instrument Model in the Teaching of Speaking Skills (2019)Development of Interactive E-Module on The Periodic System Materials as an Online Learning Media (2021)
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References

  • 1976Instructional development for training teachers of exceptional children: A sourcebook334 cited
  • 2018Playful learning: tools, techniques, and tactics215 cited
  • 2019Physics education students’ science process skills156 cited
  • 2020Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication99 cited
  • 2018Game-Based Learning to Engage Students With Physics and Astronomy Using a Board Game80 cited
  • 2021The effect of a scientific board game on improving creative problem solving skills75 cited
  • 2019Making Learning Fun: Gaming in Radiology Education69 cited
  • 2021Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education65 cited
  • 2021Does crowdfunding really foster innovation? Evidence from the board game industry58 cited
  • 2021Using a Board Game to Teach about Sustainable Development56 cited
  • 2018Board Game in Physics Classes—a Proposal for a New Method of Student Assessment49 cited
  • 2021Serious board games: modding existing games for collaborative ideation processes45 cited

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