Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study
By Ya-Ting Carolyn Yang, Wan-Chi Wu. Comput. Educ., 2012
765 citations recorded by the source corpus.
Subfields: Language and Linguistics, Speech and Hearing
View Paper: https://www.semanticscholar.org/paper/99318520693c388f23adca526d2cbe4cac001906
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In Language and Linguistics
In Speech and Hearing
Citations in the corpus
- Game-based Learning and 21st century skills: A review of recent research (2016, background): “…and effect sizes reveals that these studies focused on GBL and critical thinking skills (e.g., Akcaoglu & Koehler, 2014; Vos et al., 2011; Yang & Chang, 2013; Yang & Wu, 2012a; Yang, 2012b), and rarely targeted other 21st century skills such as creativity and collaboration as learning outcomes.”
- Developing information literacy and critical thinking skills through domain knowledge learning in digital classrooms: An experience of practicing flipped classroom strategy (2014, background): “Moreover, teachers are recommended to guide different groups of students to make sharing with the whole class (Huang et al., 2012; McMahon, 2009; Yang & Chung, 2009; Yang & Wu, 2012).”
- Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis (2021, background): “Second, some games provide rich conflicting information and perspectives about a controversial topic (Noroozi et al., 2016), and students constructing games might create and resolve character and plot conflicts (Yang & Wu, 2012).”