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Digital citizenship through game design in Minecraft
3 references·13 citing·40 second hop
Digital citizenship through game design in Minecraft (2015)Digital citizenship through game design i…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Constructivism: Implications for the Design and Delivery of Instruction (1996)Constructivism: Implications …Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Effects of digital game-based…Metaverse and education: the pioneering case of Minecraft in immersive digital learning (2022)Metaverse and education: the …Examination of digital citizenship, online information searching strategy and information literacy depending on changing state of experience in using digital technologies during COVID-19 pandemic (2022)Examination of digital citize…Digital citizenship in primary education: A systematic literature review describing how it is implemented (2022)Digital citizenship in primar…Systematic review of 15 years of research on digital citizenship: 2004–2019 (2021)Systematic review of 15 years…Minecraft in Education Benefits Learning and Social Engagement (2021)Minecraft in Education Benefi…Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions (2020)Effects of a formative assess…Early childhood educators’ teaching of digital citizenship competencies (2020)Early childhood educators’ te…Cyberbullying, Digital Citizenship, and Youth with Autism: LIS Education as a Piece in the Puzzle (2020)Cyberbullying, Digital Citize…Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft (2019)Cultural Heritage and Communi…A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference (2017)A quantitative approach to pr…Library instruction and information literacy 2015 (2016)Library instruction and infor…Information Literacy in Virtual Environments (2015)Information Literacy in Virtu…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)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Innovation embraces Tradition – The Technology Impact on Interpretation of Cultural Heritage (2020)Digital Inequality (2008)Educational Research and Innovation (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)Teacher Perceptions about ICT Integration into Classroom Instruction (2022)The mediating effect of digital literacy in the relationship between media literacy and digital citizenship (2022)Assessment and Classroom Learning (1998)Multimedia Learning (2002)A systematic literature review of empirical evidence on computer games and serious games (2012)How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis (2022)Interrater reliability: the kappa statistic (2012)Annual Research Review: Digital health interventions for children and young people with mental health problems – a systematic and meta‐review (2016)Journal of Education and Practice (2017)Digital competence among young people in Spain: A gender divide analysis (2022)Understanding youths’ civic participation online: a digital multimodal composing perspective (2022)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)What Kind of Citizen? The Politics of Educating for Democracy (2004)Measuring Skills for 21st-Century Learning (2009)Impact of COVID-19 pandemic on information management research and practice: Transforming education, work and life (2020)Digital game-based learning (2003)The Four-Phase Model of Interest Development (2006)Project-Based Learning in Post-Secondary Education – Theory, Practice and Rubber Sling Shots (2006)1. Foundations of Educational Theory for Online Learning (2008)From Practice Fields to Communities of Practice (2014)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1996Constructivism: Implications for the Design and Delivery of Instruction1,549 cited

Cited by

  • 2020Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions131 cited
  • 2020Early childhood educators’ teaching of digital citizenship competencies101 cited
  • 2023Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement89 cited
  • 2021Systematic review of 15 years of research on digital citizenship: 2004–201954 cited
  • 2017A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference47 cited
  • 2022Digital citizenship in primary education: A systematic literature review describing how it is implemented45 cited
  • 2019Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft43 cited
  • 2021Minecraft in Education Benefits Learning and Social Engagement39 cited
  • 2022Metaverse and education: the pioneering case of Minecraft in immersive digital learning35 cited
  • 2022Examination of digital citizenship, online information searching strategy and information literacy depending on changing state of experience in using digital technologies during COVID-19 pandemic

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20 cited
  • 2020Cyberbullying, Digital Citizenship, and Youth with Autism: LIS Education as a Piece in the Puzzle10 cited
  • 2016Library instruction and information literacy 201510 cited
  • 2015Information Literacy in Virtual Environments2 cited