Citation Impact
Citing Papers
El item ab Hispali Cordvbam en la Geographia de Ptolomeo. Una propuesta de interpretación del método cartográfico ptolemaico
2014
Virtual World as a Resource for Hybrid Education
2020 Standout
Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School
2015
Metaverse-Powered Experiential Situational English-Teaching Design: An Emotion-Based Analysis Method
2022 Standout
L2 Writing Practice: Game Enjoyment as a Key to Engagement
2014
CHALLENGES DURING THE PANDEMIC: USE OF E-LEARNING IN MATHEMATICS LEARNING IN HIGHER EDUCATION
2020 Standout
The Effectiveness of the Project-Based Learning (PBL) Approach as a Way to Engage Students in Learning
2020 Standout
The rise of motivational information systems: A review of gamification research
2018 Standout
Acting as accountable authors: Creating interactional spaces for agency work in teacher education
2011
Conducting Design Experiments to Support Teachers' Learning: A Reflection From the Field
2009
STEM integration in K-12 education : status, prospects, and an agenda for research
2014 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Boundary Crossing and Boundary Objects
2011 Standout
Definitions and Uses: Case Study of Teachers Implementing Project-based Learning
2013
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Elementary Science Instruction: Examining a Virtual Environment for Evidence of Learning, Engagement, and 21st Century Competencies
2014
Project-based learning: A review of the literature
2016 Standout
A Systematic Review of Research about Game-based Learning in Virtual Worlds
2020
Expansive learning: lessons from one teacher’s learning journey
2013
Tools for learning: technology and teaching strategies
2013
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Transversal Competences: Their Importance and Learning Processes by Higher Education Students
2018 Standout
STEAM in practice and research: An integrative literature review
2018 Standout
Online communication and interaction in distance higher education: A framework study of good practice
2019 Standout
Mindsets That Promote Resilience: When Students Believe That Personal Characteristics Can Be Developed
2012 Standout
Exploring undergraduate students’ attitudes towards emergency online learning during COVID-19: A case from the UAE
2020 Standout
Game‐based learning engagement: A theory‐ and data‐driven exploration
2015
Ontological Innovation and the Role of Theory in Design Experiments
2004
An Online Engagement Framework for Higher Education
2018 Standout
A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education
2021
Collaborative group engagement in a computer-supported inquiry learning environment
2015
What is agency? Conceptualizing professional agency at work
2013 Standout
The effect of environmental science projects on students’ environmental knowledge and science attitudes
2014
Increasing students’ social engagement during COVID-19 with Net.Create: collaborative social network analysis to map historical pandemics during a pandemic
2020
Reflections on Problem Solving Theory and Practice
2013
Teachers’ Autonomy-Relevant Practices within an Inquiry-Based Science Curricular Context: Extending the Range of Academically Significant Autonomy-Supportive Practices
2014
Artificial Intelligence (AI) Chatbot as Language Learning Medium: An inquiry
2019 Standout
Review of Studies on Technology-Enhanced Language Learning and Teaching
2020 Standout
Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions
2020 Standout
The Model for Introduction of Gamification into E-learning in Higher Education
2015 Standout
Theorizing the nexus of STEAM practice
2017
Learning by Expanding
2014 Standout
Design‐based Research: Case of a teaching sequence on mechanics
2009
Mobilising funds of identity in and out of school
2016 Standout
Design-Based Research
2012 Standout
Expanding underrepresented minority participation: America's science and technology talent at the crossroads
2012 Standout
Practicing versus inventing with contrasting cases: The effects of telling first on learning and transfer.
2011
Enhancing primary school children collaborative learning experiences in maths via a 3D virtual environment
2012
Cultivating inquiry about space in a middle school mathematics classroom
2012
Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu
2016 Standout
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
2009
Metaversos formativos. Tecnologías y estudios de caso
2012
The Effect of Flipped-Problem Based Learning Model Integrated With LMS-Google Classroom for Senior High School Students
2019 Standout
Metaverse
2022 Standout
Design-based research and technology-enhanced learning environments
2005 Standout
Trends for the Future of Education Programs for Professional Development
2021 Standout
Improving Students’ Mathematical Problem Solving Ability and Self-Efficacy through Guided Discovery Learning in Local Culture Context
2018 Standout
A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game
2014
The Tailored Practice of Hobbies and Its Implication for the Design of Interest-Driven Learning Environments
2012
Gameplay Engagement and Learning in Game-Based Learning
2015
Didactic Strategies to Promote Competencies in Sustainability
2019 Standout
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
2015 Standout
Mobile Gaming and Student Interactions in a Science Center: the Future of Gaming in Science Education
2017
Situationally embodied curriculum: Relating formalisms and contexts
2007
Assessing equity beyond knowledge‐ and skills‐based outcomes: A comparative ethnography of two fourth‐grade reform‐based science classrooms
2011
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
A One-year Case Study: Understanding the Rich Potential of Project-based Learning in a Virtual Reality Class for High School Students
2012
A multi-user virtual environment to support students' self-efficacy and interest in science: A latent growth model analysis
2015
Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement
2014
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Framing and Studying Learning and Identity in Virtual Learning Environments: Introduction to the Special Issue
2021
Designing game-based learning environments for elementary science education: A narrative-centered learning perspective
2013
A narrative literature review of games, animations and simulations to teach research methods and statistics
2014
Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review
2021
Works of Melissa Gresalfi being referenced
Situating teaching in histories of participation: Two contrasting visions of teaching
2007
Why educators should care about: Games
2009
Cultivating Students' Discipline-Specific Dispositions as a Critical Goal for Pedagogy and Equity
2006
Short Circuits
2014
An Interpretive Scheme for Analyzing the Identities That Students Develop in Mathematics Classrooms
2009
Narratizing Disciplines and Disciplinizing Narratives
2010
Virtual worlds, conceptual understanding, and me: designing for consequential engagement
2009
When does an opportunity become an opportunity? Unpacking classroom practice through the lens of ecological psychology
2011
Constructing competence: an analysis of student participation in the activity systems of mathematics classrooms
2008
FIRST YEAR IMPLEMENTATION OF A PROJECT-BASED LEARNING APPROACH: THE NEED FOR ADDRESSING TEACHERS’ ORIENTATIONS IN THE ERA OF REFORM
2010
Learning for a Reason: Supporting Forms of Engagement by Designing Tasks and Orchestrating Environments
2011
Transformational Play
2010
Taking Up Opportunities to Learn: Constructing Dispositions in Mathematics Classrooms
2009
Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context
2011
Negotiating Identities for Mathematics Teaching in the Context of Professional Development
2011