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Third generation educational use of computer games
16 references·16 citing·33 second hopsampled
Third generation educational use of computer games (2007)Third generation educational use of compu…Aptitude, Learning, and Instruction (2021)Aptitude, Learning, and Instr…Digital Game-Based Learning (2020)Digital Game-Based LearningResearch Methods and Statistics in Psychology (2014)Research Methods and Statisti…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Electromagnetism supercharged!: learning physics with digital simulation games (2004)Electromagnetism supercharged…Edutainment: is learning at risk? (2003)Edutainment: is learning at r…Report on the educational use of games (2002)Report on the educational use…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Communities of practice learning, meaning, and identity (1999)Communities of practice learn…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Voices of the Mind: A Sociocultural Approach to Mediated Action (1991)Voices of the Mind: A Sociocu…Handbook of research on social studies teaching and learning (1991)Handbook of research on socia…Play in animals and humans (1986)Play in animals and humansWhat makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)Preservice Teachers’ Knowledg…Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Play it again: how game-based…Cognitive and metacognitive support in learning with a serious game about demographic change (2019)Cognitive and metacognitive s…Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Traditional games in elementa…Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools (2017)Teacher perceptions on the us…Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play (2017)Digital games-based learning …Teaching History With Digital Historical Games (2016)Teaching History With Digital…A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities (2016)A qualitative literature revi…A Brief History of Serious Games (2016)A Brief History of Serious Ga…Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness (2015)Why Do Teachers Use Game-Base…Theoretical View to The Approach of The Edutainment (2015)Theoretical View to The Appro…The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)The effectiveness of adaptive…Reflections on “A Review of Trends in Serious Gaming” (2012)Reflections on “A Review of T…Fun and Games and Boredom (2012)Fun and Games and BoredomA Literature Review of Gaming in Education. Research Report. (2012)A Literature Review of Gaming…Computer games development and appreciative learning approach in enhancing students’ creative perception (2009)Computer games development an…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1991Voices of the Mind: A Sociocultural Approach to Mediated Action4,099 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2014Research Methods and Statistics in Psychology1,174 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 1991Handbook of research on social studies teaching and learning667 cited
  • 2021Aptitude, Learning, and Instruction555 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 1986Play in animals and humans423 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2002Report on the educational use of games333 cited
  • 2003Edutainment: is learning at risk?304 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2004Electromagnetism supercharged!: learning physics with digital simulation games244 cited
  • Cited by

    • 2016A Brief History of Serious Games170 cited
    • 2015Theoretical View to The Approach of The Edutainment142 cited
    • 2013The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game140 cited
    • 2017Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools129 cited
    • 2016Teaching History With Digital Historical Games121 cited
    • 2016A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities120 cited
    • 2018Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes105 cited
    • 2017Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play104 cited
    • 2012A Literature Review of Gaming in Education. Research Report.104 cited
    • 2019Cognitive and metacognitive support in learning with a serious game about demographic change91 cited
    • 2019Play it again: how game-based learning improves flow in Accounting and Marketing education90 cited
    • 2009Computer games development and appreciative learning approach in enhancing students’ creative perception65 cited
    • 2012Fun and Games and Boredom60 cited
    • 2015Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness53 cited
    • 2022Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning52 cited
    • 2012Reflections on “A Review of Trends in Serious Gaming”52 cited