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The Challenge in Creating Games for Education: Aligning Mental Models With Game Models
16 references·3 citing·38 second hop
The Challenge in Creating Games for Education: Aligning Mental Models With Game Models (2011)The Challenge in Creating Games for Educa…Schooling and the Acquisition of Knowledge (2017)Schooling and the Acquisition…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…How Computer Games Help Children Learn (2006)How Computer Games Help Child…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Flow and Media Enjoyment (2004)Flow and Media EnjoymentRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…How people learn (2000)How people learnFlow: the psychology of optimal experience (1990)Flow: the psychology of optim…The equilibration of cognitive structures : the central problem of intellectual development (1985)The equilibration of cognitiv…Using Video Games for Learning: Developing a Metalanguage for Digital Play (2020)Using Video Games for Learnin…An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education (2018)An adaptive framework for the…Processes and Models for Serious Game Design and Development (2016)Processes and Models for Seri…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(1989)New Conceptualizations of Practice: Common Principles in Three Paradigms Suggest New Concepts for Training (1992)Manual for Raven's progressive matrices and vocabulary scales (1998)Do Action Video Games Improve Perception and Cognition? (2011)Learning, Attentional Control, and Action Video Games (2012)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)Aging, Training, and the Brain: A Review and Future Directions (2009)A theoretical framework for the study of adult cognitive plasticity. (2010)Short- and long-term benefits of cognitive training (2011)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)A life-span theory of control. (1995)Diversity and Higher Education: Theory and Impact on Educational Outcomes (2002)Framing Constructivism in Practice as the Negotiation of Dilemmas: An Analysis of the Conceptual, Pedagogical, Cultural, and Political Challenges Facing Teachers (2002)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)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)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)A Conceptual Framework for Assessing Motivation and Self-Regulated Learning in College Students (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Focus on Formative Feedback (2008)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2000How people learn2,544 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 1985The equilibration of cognitive structures : the central problem of intellectual development899 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 2017Schooling and the Acquisition of Knowledge748 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION

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603 cited

Cited by

  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2018An adaptive framework for the creation of exergames for intangible cultural heritage (ICH) education45 cited
  • 2020Using Video Games for Learning: Developing a Metalanguage for Digital Play42 cited