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VIDEOGAMES AND EDUCATION
10 references·16 citing·33 second hop
VIDEOGAMES AND EDUCATION (2009)VIDEOGAMES AND EDUCATIONDigital Game-Based Learning (2019)Digital Game-Based LearningAfter the Death of Childhood: Growing Up in the Age of Electronic Media (2013)After the Death of Childhood:…Handbook of children and the media (2012)Handbook of children and the …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning (2003)Simulations and the future of…Handbook of research on teaching literacy through the communicative and visual arts (1998)Handbook of research on teach…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Failure to Connect: How Computers Affect Our Children's Minds--For Better and Worse (1998)Failure to Connect: How Compu…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles (1991)Playing with Power in Movies,…Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Game-Based Learning: Increasi…Teaching History With Digital Historical Games (2016)Teaching History With Digital…Gamification for smarter learning: tales from the trenches (2015)Gamification for smarter lear…A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content (2015)A little healthy competition:…Development of children's creativity and manual skills within digital game‐based learning environment (2014)Development of children's cre…Once More With Feeling (2013)Once More With FeelingInformal learning recognition through a cloud ecosystem (2013)Informal learning recognition…Teacher Perceptions of Games in Singapore Schools (2011)Teacher Perceptions of Games …How digital scaffolds in games direct problem-solving behaviors (2011)How digital scaffolds in game…A framework for the design and integration of collaborative classroom games (2011)A framework for the design an…Video‐game training and naïve reasoning about object motion (2010)Video‐game training and naïve…Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games (2010)Simulated Sustainable Societi…Children, Wired: For Better and for Worse (2010)Children, Wired: For Better a…Introduction to Games-Based Learning (2009)Introduction to Games-Based L…Games-based learning advancements for multi-sensory human computer interfaces techniques and effective practices (2009)Games-based learning advancem…Computer games development and appreciative learning approach in enhancing students’ creative perception (2009)Computer games development an…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Educational game design for online education (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital Game-Based Learning (2020)Computers in Early Childhood Mathematics (2002)Point and Click or Grab and Heft: Comparing the Influence of Physical and Virtual Instructional Materials on Elementary School Students' Ability to Design Experiments (2003)Children, play, and computers in pre‐school education (2005)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Video games and education (2003)Technology-Mediated Learning: A Comprehensive Theoretical Model (2009)Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu (2016)Performance Studies: Interventions and Radical Research (2002)International Handbook of Information Technology in Primary and Secondary Education (2008)Transcription: Imperatives for Qualitative Research (2009)Multiple methods in qualitative research with children: more insight or just more? (2005)Parental Mediation Theory for the Digital Age (2011)Taken Out of Context: American Teen Sociality in Networked Publics (2017)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)Adolescent Internet use: What we expect, what teens report (2004)Health Effects of Media on Children and Adolescents (2010)How and Why Parents Guide the Media Use of Young Children (2015)Video game values: Human–computer interaction and games (2006)What Is Video Game Culture? Cultural Studies and Game Studies (2010)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2013After the Death of Childhood: Growing Up in the Age of Electronic Media815 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2019Digital Game-Based Learning656 cited
  • 2012Handbook of children and the media565 cited
  • 1998Handbook of research on teaching literacy through the communicative and visual arts504 cited
  • 1991Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles414 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1998Failure to Connect: How Computers Affect Our Children's Minds--For Better and Worse302 cited
  • 2003Simulations and the future of learning : an innovative (and perhaps revolutionary) approach to e-learning253 cited

Cited by

  • 2010Children, Wired: For Better and for Worse193 cited
  • 2014Development of children's creativity and manual skills within digital game‐based learning environment143 cited
  • 2011A framework for the design and integration of collaborative classroom games141 cited
  • 2009Introduction to Games-Based Learning141 cited
  • 2016

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Teaching History With Digital Historical Games
121 cited
  • 2018Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students105 cited
  • 2013Informal learning recognition through a cloud ecosystem102 cited
  • 2011Teacher Perceptions of Games in Singapore Schools97 cited
  • 2009Games-based learning advancements for multi-sensory human computer interfaces techniques and effective practices87 cited
  • 2015Gamification for smarter learning: tales from the trenches81 cited
  • 2011How digital scaffolds in games direct problem-solving behaviors67 cited
  • 2015A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content66 cited
  • 2009Computer games development and appreciative learning approach in enhancing students’ creative perception65 cited
  • 2013Once More With Feeling58 cited
  • 2010Video‐game training and naïve reasoning about object motion52 cited
  • 2010Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games51 cited