Using Epistemic Network Analysis to Examine Discourse and Scientific Practice During a Collaborative Game

Author:

Bressler Denise M.ORCID,Bodzin Alec M.,Eagan Brendan,Tabatabai Sara

Publisher

Springer Science and Business Media LLC

Subject

General Engineering,Education

Reference53 articles.

1. ARIS. (2018). ARIS—Create location-based games and stories. Retrieved March 2, 2018, from https://fielddaylab.org/make/aris/

2. Aronson, E. (1978). The jigsaw classroom. Beverly Hills, CA: Sage Publications.

3. Bressler, D. (2014a). Better than business-as-usual: Improving scientific practices during discourse and writing by playing a collaborative mystery game. Double Helix: A Journal of Critical Thinking and Writing, 2, 1–13.

4. Bressler, D. (2014b). Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game. (Unpublished doctoral dissertation). Bethlehem: Lehigh University.

5. Bressler, D., & Bodzin, A. (2013). A mixed methods assessment of students’ flow experiences during a mobile augmented reality science game. Journal of Computer Assisted Learning, 29(6), 505–517.

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