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Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning
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Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning (2024)Augmented Reality Escape Classroom Game f…Gamification in Education (2023)Gamification in EducationEscape Rooms for Learning: A Systematic Review (2019)Escape Rooms for Learning: A …EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education. (2017)EscapED: A Framework for Crea…Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young (2017)Effect of augmented reality g…The Game Definition Game (2016)The Game Definition GameWriting Interview Protocols and Conducting Interviews: Tips for Students New to the Field of Qualitative Research (2015)Writing Interview Protocols a…Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool (2015)Gamifying French Language Lea…Gen Y: Who They Are and How They Learn. 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References

  • 1976ON QUALITATIVE DIFFERENCES IN LEARNING: I—OUTCOME AND PROCESS*4,616 cited
  • 2008The ‘digital natives’ debate: A critical review of the evidence2,957 cited
  • 1999Interviewing for Social Scientists1,196 cited
  • 2015Writing Interview Protocols and Conducting Interviews: Tips for Students New to the Field of Qualitative Research756 cited
  • 2002Report on the educational use of games333 cited
  • 1997Deep and surface learning: a simple or simplistic dichotomy?310 cited
  • 2017EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.276 cited
  • 1987More than the Sum of the Parts: research methods in group interviewing238 cited
  • 2006Using concept maps to measure deep, surface and non‐learning outcomes226 cited
  • 2019Escape Rooms for Learning: A Systematic Review210 cited
  • 2023Gamification in Education210 cited
  • 2000Activity Theory and the Social Construction of Knowledge: A Story of Four Umpires205 cited
  • 2017Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young199 cited
  • 2016The Game Definition Game184 cited
  • 2010Gen Y: Who They Are and How They Learn.

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183 cited
  • 2015Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool175 cited
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