2013
DOI: 10.1080/1475939x.2013.838451
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Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students

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Cited by 12 publications
(5 citation statements)
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References 37 publications
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“…The studies consistently indicate a good gender balance in participants. In some studies, there is both student and faculty participation (Kapralos et al, 2011;Felicia, 2011;Hess & Gunter, 2013;Hämäläinen & Oksanen, 2014;Beuk, 2015;Crocco, 2016), whereas in others, only instructors are chosen as participants (Tanner, 2012;Badea, 2015;Franciosi, 2016). On the whole, most studies use students as participants.…”
Section: Data Set Characteristicsmentioning
confidence: 99%
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“…The studies consistently indicate a good gender balance in participants. In some studies, there is both student and faculty participation (Kapralos et al, 2011;Felicia, 2011;Hess & Gunter, 2013;Hämäläinen & Oksanen, 2014;Beuk, 2015;Crocco, 2016), whereas in others, only instructors are chosen as participants (Tanner, 2012;Badea, 2015;Franciosi, 2016). On the whole, most studies use students as participants.…”
Section: Data Set Characteristicsmentioning
confidence: 99%
“…For this reason, faculty members are urged to create learning environments to support active participation by students in the educational process. Moreover, according to the constructivist approach, the instructor's role is a significant factor in empowering groups to construct knowledge in a collaborative manner (Hämäläinen & Oksanen, 2014). The instructors engage higher education students in the process of formulating hypotheses, interpreting context, providing explanations, and describing observations, by designing and implementing a collaborative and interactive GBL environment.…”
Section: Social Skills/teamworkmentioning
confidence: 99%
“…It is important to investigate how technological artifacts are brought into use by participants who are facilitating collaborative activity interactively, and how group accomplishment is contextually situated. Instead of one-shot experiments in which teachers and students have to learn both novel pedagogy and a new collaborative technology, sustained iterative and expansive efforts of cultivating shared practices are required for designing and investigating new learning spaces for the future (Ritella and Hakkarainen 2012;Hämäläinen and Oksanen 2013).…”
Section: Discussionmentioning
confidence: 99%
“…They also lend themselves to study of their effectiveness; much research focuses on the learning effects of particular educational games. Positive learning effects and experiences have been found, for example, in science (Corredor, Gaydos, & Squire, 2014;Squire & Jan, 2007), mathematics (Kebritchi, Hirumi, & Bai, 2010;Shin, Sutherland, Norris, & Soloway, 2012), literacy learning (Richardson & Lyytinen, 2014), collaboration (Hämäläinen & Oksanen, 2014), and the self and identity (Chee & Tan, 2012). Usually, games are brought into class to enhance learners' motivation, but the potential motivational effects of educational games do not necessarily last beyond the initial novelty of the activity (Ronimus, Kujala, Tolvanen, & Lyytinen, 2014).…”
Section: Game-based Pedagogymentioning
confidence: 99%