A recipe for meaningful gamification S Nicholson Gamification in education and business/Springer, 2015 | 2186 | 2015 |
Peeking behind the locked door: A survey of escape room facilities S Nicholson White Paper available at http://scottnicholson.com/pubs/erfacwhite.pdf, 2015 | 615 | 2015 |
Creating engaging escape rooms for the classroom S Nicholson Childhood Education 94 (1), 44-49, 2018 | 353 | 2018 |
Participatory networks: the library as conversation RD Lankes, J Silverstein, S Nicholson Information technology and libraries 26 (4), 17-33, 2007 | 274 | 2007 |
Organizational cultures of libraries as a strategic resource ML Kaarst-Brown, S Nicholson, GM Von Dran, JM Stanton | 218 | 2004 |
Socialization in the “virtual hallway”: instant messaging in the asynchronous web-based distance education classroom S Nicholson The Internet and Higher Education 5 (4), 363-372, 2002 | 181 | 2002 |
A conceptual framework for the holistic measurement and cumulative evaluation of library services S Nicholson Journal of documentation 60 (2), 164-182, 2004 | 166 | 2004 |
Strategies for meaningful gamification: Concepts behind transformative play and participatory museums S Nicholson Meaningful play 1999, 1-16, 2012 | 157 | 2012 |
The basis for bibliomining: Frameworks for bringing together usage-based data mining and bibliometrics through data warehousing in digital library services S Nicholson Information processing & management 42 (3), 785-804, 2006 | 137 | 2006 |
The current state of digital reference: Validation of a general digital reference model through a survey of digital reference services J Pomerantz, S Nicholson, Y Belanger, RD Lankes Information Processing & Management 40 (2), 347-363, 2004 | 120 | 2004 |
Playing in the Past: A History of Games, Toys, and Puzzles in North American Libraries S Nicholson Library Quarterly 83 (4), 341-361, 2013 | 115 | 2013 |
The State of Escape: Escape Room Design and Facilities S Nicholson Meaningful Play 2016, 2016 | 114 | 2016 |
The bibliomining process: Data warehousing and data mining for library decision making S Nicholson Information technology and libraries 22 (4), 146-151, 2003 | 114 | 2003 |
Completing the experience: Debriefing in experiential educational games S Nicholson Proceedings of the 3rd international conference on society and information …, 2012 | 95 | 2012 |
Exploring Gamification Techniques for Classroom Management S Nicholson Games+Learning+Society 9.0, 2013 | 81 | 2013 |
Gaining Strategic Advantage Through Bibliomining: Data Mining for Management Decisions in Corporate, Special, Digital and, Traditional Libraries S Nicholson, J Stanton Data Warehousing and Mining: Concepts, Methodologies, Tools, and …, 2008 | 81 | 2008 |
Everyone plays at the library: Creating great gaming experiences for all ages S Nicholson Information Today, 2010 | 80 | 2010 |
Ask Why: Creating a Better Player Experience Through Environmental Storytelling and Consistency in Escape Room Design S Nicholson Meaningful Play 2016, 2016 | 78 | 2016 |
Peeking behind the locked door: A survey of escape room facilities. 2015 S Nicholson White Paper. Available online: http://scottnicholson. com (accessed on 15 …, 2020 | 69 | 2020 |
Peeking behind the locked door: A survey of escape room facilities. White Paper S Nicholson Scott Nicholson website. http://scottnicholson. com/pubs/erfacwhite. pdf …, 2015 | 68 | 2015 |