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The role of gamification and game-based learning in authentic assessment within virtual environments
13 references·0 citing·44 second hop
The role of gamification and game-based learning in authentic assessment within virtual environments (2013)The role of gamification and game-based l…Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Gamification in logistics and supply chain education: Extending active learning (2012)Gamification in logistics and…For the Win: How Game Thinking Can Revolutionize Your Business (2012)For the Win: How Game Thinkin…A Guide to Authentic e-Learning (2009)A Guide to Authentic e-Learni…Focus on Formative Feedback (2008)Focus on Formative FeedbackAuthentic Learning Environments In Higher Education (2005)Authentic Learning Environmen…The surplus value of an authentic learning environment (2004)The surplus value of an authe…Rethinking the internationalisation agenda in UK higher education (2003)Rethinking the internationali…Toward constructivism for adult learners in online learning environments (2002)Toward constructivism for adu…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Activity theory as a framework for designing constructivist learning environments (1999)Activity theory as a framewor…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)The Structure of Scientific Revolutions (1963)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)“Vygotsky’s Neglected Legacy”: Cultural-Historical Activity Theory (2007)An activity theory-based model for serious games analysis and conceptual design (2015)Handbook of research on teaching (1986)A social-cognitive approach to motivation and personality. (1988)Assessment and Classroom Learning (1998)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Rethinking models of feedback for learning: the challenge of design (2012)The development of student feedback literacy: enabling uptake of feedback (2018)Toward a Theory of Instruction (1966)The Culture of Education (1996)Democracy and Education (2015)Examining the effects of learner-learner interactions on satisfaction and learning in an online undergraduate course (2017)Teachers’ perceptions of an online professional development experience: Implications for a design and implementation framework (2018)Understanding Difficulties and Resulting Confusion in Learning: An Integrative Review (2018)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)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)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Gamification in theory and action: A survey (2014)Gamification in Education: A Systematic Mapping Study (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Does Attendance Matter? An Examination of Student Attitudes, Participation, Performance and Attendance (2006)Authentic Learning Supported by Technology: Ten suggestions and cases of integration in classrooms (2007)Evaluating the quality of work-integrated learning curricula: a comprehensive framework (2012)Authentic Learning Environments (2013)Establishing the critical elements that determine authentic assessment (2013)Online Education and the COVID-19 Outbreak: A Case Study of Online Teaching during Lockdown (2021)Teaching For Quality Learning At University (1999)The use of flipped classrooms in higher education: A scoping review (2015)
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References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2012For the Win: How Game Thinking Can Revolutionize Your Business2,354 cited
  • 1999Activity theory as a framework for designing constructivist learning environments1,187 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2002Toward constructivism for adult learners in online learning environments694 cited
  • 2009A Guide to Authentic e-Learning605 cited
  • 2005Authentic Learning Environments In Higher Education260 cited
  • 2003Rethinking the internationalisation agenda in UK higher education241 cited
  • 2004The surplus value of an authentic learning environment170 cited
  • 2012Gamification in logistics and supply chain education: Extending active learning89 cited

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