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Game-Based Learning with Computers – Learning, Simulations, and Games
10 references·3 citing·33 second hop
Game-Based Learning with Computers – Learning, Simulations, and Games (2008)Game-Based Learning with Computers – Lear…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Serious games...and less! (2005)Serious games...and less!Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…The Early History of Case-Based Instruction: Insights for Teacher Education Today (1991)The Early History of Case-Bas…Educational Psychology (1989)Educational PsychologyCognitive Psychology and Its Implications (1987)Cognitive Psychology and Its …Serious Games (1970)Serious GamesMan, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: vom Ursprung der Kultur im Spiel (1956)Homo Ludens: vom Ursprung der…A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)A Technical and Conceptual Fr…Exploring gamification approach in hazard identification training for Malaysian construction industry (2019)Exploring gamification approa…Gamification - A Structured Analysis (2016)Gamification - A Structured A…Teaching and the Case Method (1989)Using Technology to Assist in Realizing Effective Learning and Instruction: A Principled Approach to the Use of Computers in Collaborative Learning (1994)Student and teacher questioning during conversations about science (2001)Teacher Preparation: Structural and Conceptual Alternatives (2007)Case study research: design and methods (2011)The Effects of Problem-Based, Project-Based, and Case-Based Learning on Students’ Motivation: a Meta-Analysis (2024)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)How Social Relations and Structures can Produce Happiness and Unhappiness: An International Comparative Analysis (2006)Allgemeine Technologie : eine Systemtheorie der Technik (2009)Beziehungsweisen (2019)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases (2009)Serious games baseados em realidade virtual para educação médica (2011)A survey of serious games on sustainable development (2012)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Understanding Generation Y and their use of social media: a review and research agenda (2013)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Beyond Cold Conceptual Change: The Role of Motivational Beliefs and Classroom Contextual Factors in the Process of Conceptual Change (1993)FREQUENCY EFFECTS IN LANGUAGE PROCESSING (2002)If the metaphor fits, why not wear it? The teacher as executive (1990)The effects of different feedback strategies using computer-administered multiple-choice questions as instruction (1991)A Study of Lower-order and Higher-order Questions at Secondary Level (2011)
this work references cited by second hop

References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1987Cognitive Psychology and Its Implications3,187 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1970Serious Games921 cited
  • 1956Homo Ludens: vom Ursprung der Kultur im Spiel474 cited
  • 1991The Early History of Case-Based Instruction: Insights for Teacher Education Today234 cited
  • 1989Educational Psychology100 cited
  • 2005Serious games...and less!70 cited

Cited by

  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited
  • 2019Exploring gamification approach in hazard identification training for Malaysian construction industry34 cited
  • 2016Gamification - A Structured Analysis33 cited

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