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Are Video Games Good for Learning?
16 references·10 citing·33 second hop
Are Video Games Good for Learning? (2006)Are Video Games Good for Learning?Why Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …Video Games and the Future of Learning (2005)Video Games and the Future of…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Changing minds: computers, learning, and literacy (2001)Changing minds: computers, le…The new work order: behind the language of the new capitalism (2000)The new work order: behind th…The Cultural Origins of Human Cognition (2000)The Cultural Origins of Human…Changing Minds (2000)Changing MindsIndexical understanding of instructions (1999)Indexical understanding of in…The New Work Order (1996)The New Work Order“When I come down I'm in the domain state”: grammar and graphic representation in the interpretive activity of physicists (1996)“When I come down I'm in the …Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise (1993)Surpassing Ourselves: An Inqu…The Unschooled Mind: How Children Think and How Schools Should Teach (1992)The Unschooled Mind: How Chil…The unschooled mind: how children think and how schools should teach (1992)The unschooled mind: how chil…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Ludoliteracy: Defining, Understanding, and Supporting Games Education (2024)Ludoliteracy: Defining, Under…A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges (2022)A Systematic Literature Revie…Presence and Effects of Loss Aversion in an Adventure Video Game (2021)Presence and Effects of Loss …Risking Treasure: Testing Loss Aversion in an Adventure Game (2020)Risking Treasure: Testing Los…Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Gaming for the energy transit…Using Educational Games for Sign Language Learning-A SignWriting Learning Game: Case Study (2016)Using Educational Games for S…Differential effect of motivational features on training improvements in school-based cognitive training (2014)Differential effect of motiva…A constructionism framework for designing game‐like learning systems: Its effect on different learners (2012)A constructionism framework f…The Work of Writing in the Age of Its Digital Reproducibility (2011)The Work of Writing in the Ag…Computer Games for the Math Achievement of Diverse Students (2010)Computer Games for the Math A…Situated Learning: Legitimate Peripheral Participation. (1994)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)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Professional development and reform in science education: The role of teachers' practical knowledge (2001)Project-Based Learning in Post-Secondary Education – Theory, Practice and Rubber Sling Shots (2006)Perspectives into learning at the workplace (2008)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Distributed Properties (2000)Rethinking Critical Theory and Qualitative Research (2011)Vygotskian Perspectives on Literacy Research: Constructing Meaning through Collaborative Inquiry (2000)Pedagogical content knowledge in science education: perspectives and potential for progress (2009)Project-Based Learning (2014)Inquiry in science education: International perspectives (2004)Digital Fabrication and ‘Making’ in Education (2013)Technology and mathematics education (2015)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Cultural Recycling of Cortical Maps (2007)Rethinking the Theoretical Foundation of Sociobiology (2007)Origins of human communication (2009)
this work references cited by second hop

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2000The Cultural Origins of Human Cognition6,367 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1993Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise1,356 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 1992The unschooled mind: how children think and how schools should teach1,059 cited
  • 1996The New Work Order846 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 2000The new work order: behind the language of the new capitalism691 cited
  • 1992The Unschooled Mind: How Children Think and How Schools Should Teach637 cited
  • 2000Changing Minds462 cited
  • 1999Indexical understanding of instructions433 cited
  • 1996“When I come down I'm in the domain state”: grammar and graphic representation in the interpretive activity of physicists351 cited
  • 2005

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Why Video Games Are Good for Your Soul: Pleasure and Learning
257 cited

Cited by

  • 2014Differential effect of motivational features on training improvements in school-based cognitive training142 cited
  • 2010Computer Games for the Math Achievement of Diverse Students113 cited
  • 2024Ludoliteracy: Defining, Understanding, and Supporting Games Education97 cited
  • 2017Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype87 cited
  • 2022A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges72 cited
  • 2012A constructionism framework for designing game‐like learning systems: Its effect on different learners63 cited
  • 2016Using Educational Games for Sign Language Learning-A SignWriting Learning Game: Case Study52 cited
  • 2011The Work of Writing in the Age of Its Digital Reproducibility19 cited
  • 2020Risking Treasure: Testing Loss Aversion in an Adventure Game12 cited
  • 2021Presence and Effects of Loss Aversion in an Adventure Video Game1 cited