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An investigation into the potential of collaborative computer game-based learning in Higher Education
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An investigation into the potential of collaborative computer game-based learning in Higher Education (2026)An investigation into the potential of co…Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students (2019)Use of the game-based learnin…Learning IS Child’s Play (2019)Learning IS Child’s PlayOnline Versus Offline Perspectives on Gamified Learning (2017)Online Versus Offline Perspec…Motivation, Engagement and Learning through Digital Games (2011)Motivation, Engagement and Le…Encouraging Engagement in Game-Based Learning (2011)Encouraging Engagement in Gam…Collaborative virtual gaming worlds in higher education (2008)Collaborative virtual gaming …The Next Generation of Educational Engagement (2004)The Adult Learner (2005)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Playability Guidelines for Educational Video Games (2012)Affective states in digital game-based learning: Thematic evolution and social network analysis (2021)Case Study Research: Design and Methods (1984)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Deconstructing Engagement (2014)Digital Game-Based Learning for Remedial Mathematics Students: A New Teaching and Learning Approach in Malaysia (2014)Building a structural model of motivational regulation and learning engagement for undergraduate and graduate students in higher education (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)Language Learning in Second Life: American and Turkish Students' Experiences. (2012)A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Active learning increases student performance in science, engineering, and mathematics (2014)Character Thematic Education Game “AK@R” of Society Themes for Children with Malang-Indonesian Visualize (2021)Effectiveness of Digital Game Based Learning Strategy in Higher Educational Perspectives (2022)An Index of Factorial Simplicity (1974)Problem based learning (2003)The effect of gamification on motivation and engagement (2017)Analysis and Design of the Web Game on Descriptive Statistics through the ADDIE Model, Data Science and Machine Learning (2020)The impact of audience response platform Mentimeter on the student and staff learning experience (2020)Revisión sistemática sobre la evaluación de propuestas de gamificación en siete disciplinas educativas (2021)
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  • 2019Use of the game-based learning platform KAHOOT! to facilitate learner engagement in Animal Science students68 cited
  • 2008Collaborative virtual gaming worlds in higher education54 cited
  • 2011Motivation, Engagement and Learning through Digital Games52 cited
  • 2017Online Versus Offline Perspectives on Gamified Learning47 cited
  • 2019Learning IS Child’s Play47 cited
  • 2011Encouraging Engagement in Game-Based Learning43 cited

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