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Video Games and Teacher Development: Bridging the Gap in the Classroom
16 references·0 citing·33 second hop
Video Games and Teacher Development: Bridging the Gap in the Classroom (2008)Video Games and Teacher Development: Brid…Games and Simulations and Their Relationships to Learning (2013)Games and Simulations and The…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Lesson Study Comes of Age in North America (2006)Lesson Study Comes of Age in …From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Are Video Games Good for Learning? (2006)Are Video Games Good for Lear…Video Games and the Future of Learning (2005)Video Games and the Future of…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…A Deeper Look at Lesson Study. (2004)A Deeper Look at Lesson Study.What Works in Schools: Translating Research Into Action (2003)What Works in Schools: Transl…COGNITIVE APPRENTICESHIP IN EDUCATIONAL PRACTICE: RESEARCH ON SCAFFOLDING, MODELING, MENTORING, AND COACHING AS INSTRUCTIONAL STRATEGIES (2003)COGNITIVE APPRENTICESHIP IN E…Report on the educational use of games (2002)Report on the educational use…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Understanding by Design (1998)Understanding by DesignSerious Games (1970)Serious GamesDigital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Educating the Net Generation (2005)Who interacts on the Web?: The intersection of users’ personality and social media use (2009)Digital Natives, Digital Immigrants (2013)Horace's Compromise: The Dilemma of the American High School (1984)Situated Learning: Legitimate Peripheral Participation. (1994)HARNESSING THE POWER OF GAMES IN EDUCATION (2003)Digital Games in Education (2007)Foundations of Game-Based Learning (2015)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Media will never influence learning (1994)Cognitive Architecture and Instructional Design (1998)Metacognition in Educational Theory and Practice (1998)Interactive Multimodal Learning Environments (2007)Thinking in the Digital Era: A Revised Model for Digital Literacy (2012)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)What Is a "Professional Learning Community"? (2004)The art and science of teaching: a comprehensive framework for effective instruction (2008)Educational effectiveness research (EER): a state-of-the-art review (2014)Does Active Learning Work? A Review of the Research (2004)Pedagogies of Engagement: Classroom-Based Practices (2005)How Does Professional Development Improve Teaching? (2016)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Scratch (2009)From game design elements to gamefulness (2011)An Overview of Serious Games (2014)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,789 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 1998Understanding by Design2,411 cited
  • 2003What Works in Schools: Translating Research Into Action1,499 cited
  • 2005Video Games and the Future of Learning1,178 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 1970Serious Games921 cited
  • 2004The Next Generation of Educational Engagement683 cited
  • 2013Games and Simulations and Their Relationships to Learning344 cited
  • 2002Report on the educational use of games333 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited
  • 2004A Deeper Look at Lesson Study.248 cited
  • 2003COGNITIVE APPRENTICESHIP IN EDUCATIONAL PRACTICE: RESEARCH ON SCAFFOLDING, MODELING, MENTORING, AND COACHING AS INSTRUCTIONAL STRATEGIES226 cited
  • 2006Lesson Study Comes of Age in North America182 cited
  • 2006Are Video Games Good for Learning?

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