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First steps and beyond: Serious games as preparation for future learning
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First steps and beyond: Serious games as preparation for future learning (2007)First steps and beyond: Serious games as …Video Games and Learning (2022)Video Games and LearningIdentifying the Barriers to Games and Simulations in Education (2015)Identifying the Barriers to G…Effects of commercial video games on cognitive elaboration of physical concepts (2015)Effects of commercial video g…Playful Learning: An Integrated Design Framework (2014)Playful Learning: An Integrat…Video game learning dynamics: Actionable measures of multidimensional learning trajectories (2013)Video game learning dynamics:…Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students (2013)Using a Serious Game Approach…Digital Games (2011)Digital GamesConstructivist Learning Through Computer Gaming (2010)Constructivist Learning Throu…Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)Flow: The Psychology of Optimal Experience (1991)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Serious Games : An Overview (2007)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Gender-based Engagement Model for Serious Games (2018)Women, Fire, and Dangerous Things (1987)Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (1988)Metaphors We Live By (2003)Learning Analytics as an Assessment Tool in Serious Games: A Review of Literature (2017)A Systematic Review on Open Educational Games for Programming Learning and Teaching (2020)An Index of Factorial Simplicity (1974)Diffusion of innovations (2003)What video games have to teach us about learning and literacy (2003)Implementation of Game-Based Learning in Educational Contexts: Challenges and Intervention Strategies (2025)Learning How to Learn (1984)Multimedia Learning (2002)Digital game-based learning (2003)A video annotation learning approach to improve the effects of video learning (2016)Long Term Effects on Technology Enhanced Learning: The Use of Weekly Digital Lessons in Mathematics (2020)Playing a Board Game to Learn Bioenergy and Biofuels Topics in an Interactive, Engaging Context (2020)Flow: the psychology of optimal experience (1990)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Review of research in education (1973)Toward a Theory of Intrinsically Motivating Instruction* (1981)Motivations for Play in Online Games (2006)
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  • 2015Effects of commercial video games on cognitive elaboration of physical concepts37 cited
  • 2013Video game learning dynamics: Actionable measures of multidimensional learning trajectories33 cited
  • 2015Identifying the Barriers to Games and Simulations in Education31 cited
  • 2014Playful Learning: An Integrated Design Framework25 cited
  • 2022Video Games and Learning24 cited
  • 2013Using a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students24 cited
  • 2010Constructivist Learning Through Computer Gaming24 cited
  • 2011Digital Games23 cited

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