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Game-based learning or game-based teaching?
9 references·5 citing·47 second hop
Game-based learning or game-based teaching? (2009)Game-based learning or game-based teachin…Wechsler Intelligence Scale for Children–Fourth Edition (2014)Wechsler Intelligence Scale f…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem (2009)Using a games console in the …Working Memory in the Classroom (2006)Working Memory in the Classro…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…Video Games in Education (2003)Video Games in EducationGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Connected Family: Bridging the Digital Generation Gap (1996)The Connected Family: Bridgin…Multiple Intelligences (1995)Multiple IntelligencesGamification tools in the learning of shipbuilding in the undergraduate marine engineering education (2021)Gamification tools in the lea…Is Classroom Gamification Opposed to Performance? (2020)Is Classroom Gamification Opp…A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)A Technical and Conceptual Fr…Supporting Teachers in the Process of Adoption of Game Based Learning Pedagogy (2013)Supporting Teachers in the Pr…Digital Games (2011)Digital GamesManual for the Wechsler Adult Intelligence Scale. (1955)Effects of fluency, oral language, and executive function on reading comprehension performance (2009)Executive function performance and trauma exposure in a community sample of children (2009)Executive Dysfunction Among Children With Reading Comprehension Deficits (2010)Wechsler Abbreviated Scale of Intelligence (2014)Wechsler Intelligence Scale for Children (2018)Toward a Theory of Intrinsically Motivating Instruction* (1981)Educational game design for online education (2008)Learning science in informal environments : people, places, and pursuits (2009)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Digital Natives, Digital Immigrants Part 1 (2001)Framing the Adoption of Serious Games in Formal Education (2012)Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students (2018)Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)Digital game-based learning (2003)The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Working Memory (1974)Individual differences in working memory and reading (1980)The episodic buffer: a new component of working memory? (2000)Executive functions and achievements in school: Shifting, updating, inhibition, and working memory (2005)Investigating the predictive roles of working memory and IQ in academic attainment (2009)Working memory (2010)A Theory of Social Comparison Processes (1954)Rules of Play: Game Design Fundamentals (2003)Focus on Formative Feedback (2008)Designing Multiplayer Serious Games with Science Content (2021)Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game (2023)Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes (2024)Computers, Phones, and the InternetDomesticating Information Technology (2006)International Handbook of Information Technology in Primary and Secondary Education (2008)Conceptualizing and Testing a Social Cognitive Model of the Digital Divide (2010)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Scratch (2009)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Emotional intelligence – A review and evaluation study (2000)Bridging In-school and Out-of-school Learning: Formal, Non-Formal, and Informal Education (2006)Sub‐Dimensions of the Four Factor Model of Cultural Intelligence: Expanding the Conceptualization and Measurement of Cultural Intelligence (2012)
this work references cited by second hop

References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Video Games in Education711 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2014Wechsler Intelligence Scale for Children–Fourth Edition634 cited
  • 1995Multiple Intelligences547 cited
  • 1996The Connected Family: Bridging the Digital Generation Gap384 cited
  • 2006Working Memory in the Classroom309 cited
  • 2009Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem144 cited

Cited by

  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited
  • 2021Gamification tools in the learning of shipbuilding in the undergraduate marine engineering education28 cited
  • 2020Is Classroom Gamification Opposed to Performance?24 cited
  • 2011Digital Games23 cited
  • 2013Supporting Teachers in the Process of Adoption of Game Based Learning Pedagogy23 cited

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