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LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING
16 references·12 citing·40 second hop
LEARNING THROUGH PLAYING FOR OR AGAINST EACH OTHER? PROMOTING COLLABORATIVE LEARNING IN DIGITAL GAME BASED LEARNING (2012)LEARNING THROUGH PLAYING FOR OR AGAINST E…Interpreting Qualitative Data (2024)Interpreting Qualitative DataDigital Game-Based Learning (2020)Digital Game-Based LearningThe Theory and Practice of Online Learning (2008)The Theory and Practice of On…Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…"Alone together?" (2006)"Alone together?"Enjoyment: At the Heart of Media Entertainment (2004)Enjoyment: At the Heart of Me…Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research (2003)Identifying the pitfalls for …Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…What do you mean by collaborative learning? (1999)What do you mean by collabora…How we know--and sometimes misjudge--what others know: Imputing one's own knowledge to others. (1999)How we know--and sometimes mi…Collaborative learning : cognitive and computational approaches (1999)Collaborative learning : cogn…Interpreting Qualitative Data Methods for Analysing Talk, Text and Interaction (1997)Interpreting Qualitative Data…The evolution of research on collaborative learning (1995)The evolution of research on …Collaborative Learning Enhances Critical Thinking (1995)Collaborative Learning Enhanc…Social psychological aspects of computer-mediated communication. (1984)Social psychological aspects …The Role of Digital Collaboration in Student Engagement towards Enhancing Student Participation during COVID-19 (2022)The Role of Digital Collabora…Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning (2020)Exploring the Relationships A…Effects of solo vs. collaborative play in a digital learning game on geometry: Results from a K12 experiment (2020)Effects of solo vs. collabora…Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education (2018)Evaluating a tactile and a ta…Entanglion (2018)EntanglionA quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference (2017)A quantitative approach to pr…Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design (2016)Creating Student Interaction …Games are motivating, aren´t they? Disputing the arguments for digital game-based learning (2015)Games are motivating, aren´t …Towards tangible gamified co-design at school (2014)Towards tangible gamified co-…Increasing collaborative communications in a programming course with gamification (2014)Increasing collaborative comm…Gamification and Sustainable Consumption: Overcoming the Limitations of Persuasive Technologies (2014)Gamification and Sustainable …A gamified collaborative course in entrepreneurship: Focus on objectives and tools (2014)A gamified collaborative cour…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Experiential Learning : Experience as the Source of Learning and Development (1983)Those Who Understand: Knowledge Growth in Teaching (1986)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)Cognitive Load Theory (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Communities of practice learning, meaning, and identity (1999)1. Foundations of Educational Theory for Online Learning (2008)Blended learning effectiveness: the relationship between student characteristics, design features and outcomes (2017)Combining the Best of Online and Face-to-Face Learning: Hybrid and Blended Learning Approach for COVID-19, Post Vaccine, & Post-Pandemic World (2021)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Grounding in communication. (1991)Perspectives on socially shared cognition. (1991)Computer-supported collaborative learning: An historical perspective (2006)A REVIEW OF THE APPLICABILITY OF ROBOTS IN EDUCATION (2013)The flipped classroom: A review of its advantages and challenges (2018)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)An array of qualitative data analysis tools: A call for data analysis triangulation. (2007)Gender: An Intersectionality Perspective (2008)The qualitative research interview (2011)The interdisciplinary study of coordination (1994)Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Bullying in the digital age: A critical review and meta-analysis of cyberbullying research among youth. (2014)Thematic networks: an analytic tool for qualitative research (2001)Techniques to Identify Themes (2003)Strategies for ensuring trustworthiness in qualitative research projects (2004)Benefits of collaborative learning (2012)Collaborative learning: what is it? (2012)Putting Education in “Educational” Apps (2015)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 1997Interpreting Qualitative Data Methods for Analysing Talk, Text and Interaction6,866 cited
  • 2024Interpreting Qualitative Data3,556 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1984Social psychological aspects of computer-mediated communication.2,630 cited
  • 1999What do you mean by collaborative learning?2,126 cited
  • 2008The Theory and Practice of Online Learning1,854 cited
  • 1995Collaborative Learning Enhances Critical Thinking1,683 cited
  • 2003Identifying the pitfalls for social interaction in computer-supported collaborative learning environments: a review of the research1,609 cited
  • 1995The evolution of research on collaborative learning1,417 cited
  • 1999Collaborative learning : cognitive and computational approaches1,321 cited
  • 2004Enjoyment: At the Heart of Media Entertainment981 cited
  • 1999How we know--and sometimes misjudge--what others know: Imputing one's own knowledge to others.

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836 cited
  • 2006"Alone together?"778 cited
  • Cited by

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    • 2014Increasing collaborative communications in a programming course with gamification81 cited
    • 2022The Role of Digital Collaboration in Student Engagement towards Enhancing Student Participation during COVID-1981 cited
    • 2018Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education75 cited
    • 2014A gamified collaborative course in entrepreneurship: Focus on objectives and tools70 cited
    • 2015Games are motivating, aren´t they? Disputing the arguments for digital game-based learning66 cited
    • 2017A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference47 cited
    • 2014Towards tangible gamified co-design at school42 cited
    • 2018Entanglion39 cited
    • 2016Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design38 cited
    • 2020Exploring the Relationships Among Middle School Students’ Peer Interactions, Task Efficiency, and Learning Engagement in Game-Based Learning38 cited
    • 2020Effects of solo vs. collaborative play in a digital learning game on geometry: Results from a K12 experiment36 cited