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Games... and... learning

, , and . Trends and issues in instructional design and technology, 3 (1): 1-31 (2011)

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Games... and... learning, , and . Trends and issues in instructional design and technology, 3 (1): 1-31 (2011)Timing of learning supports in educational games can impact students' outcomes., , , , , , , , and . Comput. Educ., (2022)First inspire, then instruct to improve students' creativity., and . Comput. Educ., (2021)Towards a generalized competency model of collaborative problem solving., , , , , and . Comput. Educ., (2020)The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills., , and . Comput. Educ., (2015)'Gaming the system' in Newton's Playground., , and . AIED Workshops, volume 1009 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)Designing and Testing Affective Supports in an Educational Game., , , and . Int. J. Game Based Learn., 12 (1): 1-32 (2022)Effects of an instructional gaming characteristic on learning effectiveness, efficiency, and engagement: using a storyline for teaching basic statistical skills., , , and . Interact. Learn. Environ., 24 (3): 523-538 (2016)Effects of Practice and Learner Control on Short- and Long-Term Gain and Efficiency., , and . Hum. Factors, 40 (2): 296-310 (1998)Demystifying computational thinking, , and . Educational Research Review, (2017)