SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Serious Games: Incorporating Video Games in the Classroom.
5 references·10 citing·44 second hop
Serious Games: Incorporating Video Games in the Classroom. (2006)Serious Games: Incorporating Video Games …Blending problem-based learning with Web technology positively impacts student learning outcomes in acid-base physiology (2005)Blending problem-based learni…A framework for pedagogical evaluation of virtual learning environments (2004)A framework for pedagogical e…Cultural Framing of Computer/Video Games. (2002)Cultural Framing of Computer/…Multisensory Immersion as a Modeling Environment for Learning Complex Scientific Concepts (1999)Multisensory Immersion as a M…Constructivism: Implications for the Design and Delivery of Instruction (1996)Constructivism: Implications …GAMIFICATION OF EDUCATION (2019)GAMIFICATION OF EDUCATIONInvestigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game (2016)Investigating Flow Experience…Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games (2015)Examination of the Effects of…A course on serious game design and development using an online problem-based learning approach (2015)A course on serious game desi…A game-based learning approach to road safety (2014)A game-based learning approac…MASELTOV Deliverable D7.1.1: Incidental Learning Framework (2012)MASELTOV Deliverable D7.1.1: …Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System (2011)Blended Game-Based Learning E…Lessons from a course on serious games research and prototyping (2010)Lessons from a course on seri…Assessing twenty‐first century skills through a teacher created video game for high school biology students (2010)Assessing twenty‐first centur…VIRTEL - Teaching Hospitality with a Virtual Hotel E-simulation (2006)VIRTEL - Teaching Hospitality…Categorization and Representation of Physics Problems by Experts and Novices* (1981)The initial knowledge state of college physics students (1985)Virtual Solar System Project: Learning Through a Technology-Rich, Inquiry-Based, Participatory Learning Environment (2000)Identity Construction Environments: Developing Personal and Moral Values Through the Design of a Virtual City (2001)In Quest of productive modeling‐based learning discourse in elementary school science (2011)Constructivism and the Technology of Instruction (2013)Problem-based learning : an approach to medical education (1980)A systematic literature review of empirical evidence on computer games and serious games (2012)The Challenge of Problem-based Learning (2013)Review of research in education (1973)Theoretical Models and Processes of Reading (1987)Educating the Net Generation (2005)Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning (2012)21st Century Biology: An Interdisciplinary Approach of Biology, Technology, Engineering and Mathematics Education (2013)The Evolution From Traditional to Online Professional Development: A Review (2017)Meta-analysis in social research (1982)The Transition (1993)Collaborative Learning Enhances Critical Thinking (1995)An analysis of high impact scholarship and publication trends in blended learning (2012)The promised land of blended learning: Quizzes as a moderator (2015)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)Science of Education and the Psychology of the Child (1971)The learning effects of computer simulations in science education (2011)A Natural History of Human Thinking (2014)Effect of a Serious Educational Game on Academic and Affective Outcomes for Statistics Instruction (2019)How We Think (1910)Finding flow: the psychology of engagement with everyday life (1997)Next Generation Science Standards: For States, By States (2013)Modeling Secondary Students’ Genetics Learning in a Game-Based Environment: Integrating the Expectancy-Value Theory of Achievement Motivation and Flow Theory (2021)Entering the education arcade (2003)Digital Game-Based Learning (2020)Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Video game values: Human–computer interaction and games (2006)Learning in virtual worlds: Using communities of practice to explain how people learn from play (2009)Edutainment for Sustainable Development (2014)Reflections on the use of blended learning (2004)Review of e-learning theories, frameworks and models (2004)Climbing up the leaderboard: an empirical study of applying Gamification techniques to a computer programming class (2016)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)
this work references cited by second hop

References

  • 1996Constructivism: Implications for the Design and Delivery of Instruction1,549 cited
  • 2002Cultural Framing of Computer/Video Games.329 cited
  • 2004A framework for pedagogical evaluation of virtual learning environments304 cited
  • 2005Blending problem-based learning with Web technology positively impacts student learning outcomes in acid-base physiology230 cited
  • 1999Multisensory Immersion as a Modeling Environment for Learning Complex Scientific Concepts137 cited

Cited by

  • 2010Assessing twenty‐first century skills through a teacher created video game for high school biology students90 cited
  • 2016Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game48 cited
  • 2019GAMIFICATION OF EDUCATION45 cited
  • 2015Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games42 cited
  • 2015A course on serious game design and development using an online problem-based learning approach37 cited
  • 2010Lessons from a course on serious games research and prototyping33 cited
  • 2011Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System31 cited
  • 2014A game-based learning approach to road safety31 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2012
MASELTOV Deliverable D7.1.1: Incidental Learning Framework
3 cited
  • 2006VIRTEL - Teaching Hospitality with a Virtual Hotel E-simulation0 cited