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Integrating Commercial Off-the-Shelf Video Games into School Curriculums
16 references·14 citing·25 second hop
Integrating Commercial Off-the-Shelf Video Games into School Curriculums (2008)Integrating Commercial Off-the-Shelf Vide…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Digital Game-Based Learning (2020)Digital Game-Based LearningGames and Simulations and Their Relationships to Learning (2013)Games and Simulations and The…Designing Constructivist Learning Environments 1 (2013)Designing Constructivist Lear…Creating next generation blended learning environments using mixed reality, Video Games and Simulations (2005)Creating next generation blen…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Replaying history: learning world history through playing civilization iii (2004)Replaying history: learning w…What video games have to teach us about learning and literacy (2003)What video games have to teac…LEARNING BY DOING (2003)LEARNING BY DOINGDigital game-based learning (2003)Digital game-based learningSituated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…A desire to be taught: Instructional consequences of intrinsic motivation (1992)A desire to be taught: Instru…Situated Learning (1991)Situated LearningSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Instructional Design Theories and Models (1983)Instructional Design Theories…Simulation Games in Learning (1973)Simulation Games in LearningAdaptive scaffolding and engagement in digital game-based learning (2023)Adaptive scaffolding and enga…Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis (2020)Video-game based instruction …SimCity in Infrastructure Management Education (2019)SimCity in Infrastructure Man…BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS (2019)BENEFITS AND CHALLENGES OF US…Enhancing Simulation Learning With Team Mental Model Mapping (2017)Enhancing Simulation Learning…Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Customizing scaffolds for gam…Using Game Elements to Increase Student Engagement in Course Assignments (2016)Using Game Elements to Increa…Videogames and Learning (2014)Videogames and LearningTeachers' implementation of a game-based biotechnology curriculum (2013)Teachers' implementation of a…The values of college students in business simulation game: A means-end chain approach (2011)The values of college student…Making Digital Game-based Learning Work: Domain Knowledge Transparency (2010)Making Digital Game-based Lea…Civilization III and Whole-Class Play in High School Social Studies (2010)Civilization III and Whole-Cl…A gaming frame of mind: digital contexts and academic implications (2009)A gaming frame of mind: digit…Online Games for 21st Century Skills (2007)Online Games for 21st Century…A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Behavioral Macroeconomics and Macroeconomic Behavior (2002)Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Active Learning: Cooperation in the College Classroom (2006)Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Achieving transformative sustainability learning: engaging head, hands and heart (2008)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 2003LEARNING BY DOING1,088 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2013Designing Constructivist Learning Environments 1405 cited
  • 1973Simulation Games in Learning380 cited
  • 2013Games and Simulations and Their Relationships to Learning344 cited
  • 1992A desire to be taught: Instructional consequences of intrinsic motivation276 cited
  • 2004Replaying history: learning world history through playing civilization iii270 cited
  • 2005Creating next generation blended learning environments using mixed reality, Video Games and Simulations

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212 cited

Cited by

  • 2017Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity119 cited
  • 2014Videogames and Learning90 cited
  • 2020Video-game based instruction for vocabulary acquisition with English language learners: A Bayesian meta-analysis89 cited
  • 2009A gaming frame of mind: digital contexts and academic implications63 cited
  • 2011The values of college students in business simulation game: A means-end chain approach60 cited
  • 2007Online Games for 21st Century Skills56 cited
  • 2013Teachers' implementation of a game-based biotechnology curriculum55 cited
  • 2016Using Game Elements to Increase Student Engagement in Course Assignments55 cited
  • 2019BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS52 cited
  • 2010Civilization III and Whole-Class Play in High School Social Studies47 cited
  • 2010Making Digital Game-based Learning Work: Domain Knowledge Transparency45 cited
  • 2023Adaptive scaffolding and engagement in digital game-based learning42 cited
  • 2019SimCity in Infrastructure Management Education42 cited
  • 2017Enhancing Simulation Learning With Team Mental Model Mapping12 cited