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USING GAMES IN THE LIBRARY TO CREATE A MORE SUSTAINABLE WORLD
3 references·0 citing·17 second hopsampled
USING GAMES IN THE LIBRARY TO CREATE A MORE SUSTAINABLE WORLD (2014)USING GAMES IN THE LIBRARY TO CREATE A MO…Evaluation of learning outcomes using an educational iPhone game vs. traditional game (2013)Evaluation of learning outcom…Sustainability Learning through Gaming: An Exploratory Study. (2012)Sustainability Learning throu…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The effects of the size and weight of a mobile device on an educational game (2013)Acceptance of socially assistive humanoid robot by preschool and elementary school teachers (2014)The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Cannibals with forks: the triple bottom line of 21st century business (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)The Impact of Flipped Learning on Cooperative and Competitive Mindsets (2017)Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression (2020)Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy (2020)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Acceptance of game-based learning by secondary school teachers (2013)
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References

  • 2008Examining the pedagogical foundations of modern educational computer games436 cited
  • 2013Evaluation of learning outcomes using an educational iPhone game vs. traditional game185 cited
  • 2012Sustainability Learning through Gaming: An Exploratory Study.59 cited

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