2003
DOI: 10.1016/s0360-1315(03)00002-2
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EduXs: multilayer educational services platforms

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Cited by 11 publications
(2 citation statements)
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“…With digital game-based learning, students learn by actively experiencing. It enables students to explore and enjoy while learning (Chang et al, 2003;Barab et al, 2005;Chen et al, 2007;Hong et al, 2009). Digital game-based learning contributes to the cognitive development of students (Nicolopoulou, 2004;Connolly et al, 2012;Wouters et al, 2013).…”
Section: Digital Game Based Learning (Dgbl)mentioning
confidence: 99%
“…With digital game-based learning, students learn by actively experiencing. It enables students to explore and enjoy while learning (Chang et al, 2003;Barab et al, 2005;Chen et al, 2007;Hong et al, 2009). Digital game-based learning contributes to the cognitive development of students (Nicolopoulou, 2004;Connolly et al, 2012;Wouters et al, 2013).…”
Section: Digital Game Based Learning (Dgbl)mentioning
confidence: 99%
“…EduCity, started in 2000, was the first attempt to realize this vision. It overcame the confines of school walls and was comprised of a hierarchy of communities that reached more than 1.5 million students, in 15,000 classrooms, within 1800 schools (Chan et al 2001;Chan 2010;Chang et al 2003;Atkins et al 2010).…”
Section: From Learning Companion To Reciprocal Tutoring and Beyondmentioning
confidence: 99%