Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
By C. Aldrich. 2005
506 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/d0a917b987bd3f1875eaa7c513cc8d1aef4766f6
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Citations in the corpus
- From Content to Context: Videogames as Designed Experience (2006, unknown): “…for both practical and theoretical reasons: Practically, it is important to know what players are taking away from games such as Grand Theft Auto, Civilization III, and Deus Ex 2, as well as such games’ potential as educational media, given recent interest in games in e-learning (Aldrich, 2005).”
- A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013, background): “Researchers have indicated that, owing to their nature of providing challenging tasks, encouraging different levels of interaction, and providing enjoyable multimedia and instant feedback, computer games have the potential to provide students with deep and meaningful learning experiences (Aldrich, 2”