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Edutainment, Games, and the Future of Education in a Digital World
16 references·1 citing·34 second hop
Edutainment, Games, and the Future of Education in a Digital World (2015)Edutainment, Games, and the Future of Edu…Twenty-Five Years of Research on Violence in Digital Games and Aggression (2013)Twenty-Five Years of Research…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Learning, Attentional Control, and Action Video Games (2012)Learning, Attentional Control…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…Serious Games (2009)Serious GamesSerious games : mechanisms and effects (2009)Serious games : mechanisms an…Measuring Player Immersion in the Computer Game Narrative (2009)Measuring Player Immersion in…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…Entertainment-Education: A Communication Strategy for Social Change (1999)Entertainment-Education: A Co…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…How we think. (1910)How we think.How We Think (1910)How We ThinkUsing games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play (2021)Using games in geographical a…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The essential elements of team‐based learning (2008)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Cognitive Load During Problem Solving: Effects on Learning (1988)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Critical thinking assessment (1993)Elaborating a model of teacher professional growth (2002)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 1910How We Think6,764 cited
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  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
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  • 1999Entertainment-Education: A Communication Strategy for Social Change788 cited
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  • 2009Serious Games500 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2009Measuring Player Immersion in the Computer Game Narrative255 cited
  • 2013Twenty-Five Years of Research on Violence in Digital Games and Aggression

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236 cited

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  • 2021Using games in geographical and planning-related teaching: Serious games, edutainment, board games and role-play53 cited