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"Don't bother me Mom, I'm learning!" : how computer and video games are preparing your kids for 21st century success and how you can help!
0 references·16 citing·54 second hop
"Don't bother me Mom, I'm learning!" : how computer and video games are preparing your kids for 21st century success and how you can help! (2006)"Don't bother me Mom, I'm learning!" : ho…Children’s Experiences on Learning the 21st-Century Skills With Digital Games (2019)Children’s Experiences on Lea…A rapid review of serious games: From healthcare education to dental education (2018)A rapid review of serious gam…Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs (2017)Teaching sustainability to a …Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Gaming for the energy transit…Digital Learning Resources and Ubiquitous Technologies in Education (2016)Digital Learning Resources an…A Brief History of Serious Games (2016)A Brief History of Serious Ga…Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters (2015)Learning through playing Virt…An application of adaptive games-based learning based on learning style to teach SQL (2015)An application of adaptive ga…Digital Game-based Learning (DGBL) in the L2 Classroom: The Impact of the UN’s Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention (2014)Digital Game-based Learning (…Video games and learning: Teaching and participatory culture in the digital age (2012)Video games and learning: Tea…The impact of media multitasking on learning (2011)The impact of media multitask…Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills (2010)Scripted collaboration in ser…Cognitive, social and teaching presence in a virtual world and a text chat (2010)Cognitive, social and teachin…Virtual worlds and the learner hero (2009)Virtual worlds and the learne…Understanding project‐based learning in Second Life with a pedagogy, training, and assessment trio (2008)Understanding project‐based l…Differences in the Scientific Epistemological Views of Undergraduate Students (2008)Differences in the Scientific…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Is immersion of any value? 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(1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Media multitasking predicts video-recorded lecture learning performance through mind wandering tendencies (2016)The interrupted learner: How distractions during live and video lectures influence learning outcomes (2017)Distracted students: A comparison of multiple types of distractions on learning in online lectures. 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(2020)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Multimedia Learning (2002)Digital games and language teaching and learning (2018)A Systematic Review of Digital Games in Second Language Learning Studies (2020)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)On the Evaluation of Structural Equation Models (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The online users’ perceptions toward electronic government services (2019)Covid 19 – A Major Cause of Digital Transformation in Education or Just an Evaluation Test (2020)Remote learning via video conferencing technologies: Implications for research and practice (2022)Homo Ludens: A Study of the Play-Element in Culture. (1951)Experiential Learning : Experience as the Source of Learning and Development (1983)Challenges in Serious Game Design and Development: Educators’ Experiences (2020)When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning (2021)Digital Natives, Digital Immigrants Part 1 (2001)Development of AMSTAR: a measurement tool to assess the methodological quality of systematic reviews (2007)Serious Games in Health Professions Education: Review of Trends and Learning Efficacy (2019)Educational gaming for dental students: Design and assessment of a pilot endodontic‐themed escape game (2020)Emerging trends in gamification for clinical reasoning education: a scoping review (2025)Play to Learn, Learn to Play: Language Learning through Gaming Culture (2013)Teaching History With Digital Historical Games (2016)“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms (2021)
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  • 2017Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs

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83 cited
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