Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences
By Sarit Barzilai, Ina Blau. Comput. Educ., 2014
358 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/3222d8d7d2b497c2d85da5b0ce83763d0d2dc435
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In Artificial Intelligence
In Developmental and Educational Psychology
Citations in the corpus
- How does the pedagogical design of a technology-enhanced collaborative academic course promote digital literacies, self-regulation, and perceived learning of students? (2020, background): “…of the material studied (Baturay, 2011), the clarity of the digital learning environment's design (Blau & Shamir-Inbal, 2018), gami fi cation (Barzilai & Blau, 2014), and adapting learning (visual/verbal/the combination of both) to learners' preferences and needs (Eom, Wen, & Ashill, 2006).”
- A meta-analysis of the impact of technology on learning effectiveness of elementary students (2017, background): “…there are a number of recent studies in which experimental group of elementary students were free to learn electronically at unrestricted places (Kalelioğlu, 2015; Zheng & Warschauer, 2015; Barzilai & Blau, 2014; Hansen, Koudenburg, Hiersemann, Tellegen, Kocsev, & Postmes, 2012; Aksoy, 2012).”