SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Comparison between Drill-Based and Game-Based Typing Software
11 references·0 citing·34 second hop
A Comparison between Drill-Based and Game-Based Typing Software (2009)A Comparison between Drill-Based and Game…Digital Game-Based Learning (2020)Digital Game-Based LearningGame–like learning: An example of situated learning and implications for opportunity to learn (2008)Game–like learning: An exampl…Developing evaluative indicators for educational computer games (2008)Developing evaluative indicat…A Brief Review of Digital Games and Learning (2007)A Brief Review of Digital Gam…How Are Games Educational? Learning Theories Embodied in Games (2005)How Are Games Educational? Le…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Welcome (2003)WelcomeDigital game-based learning (2003)Digital game-based learningUnderstanding by Design (1998)Understanding by DesignWhat Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Principles of Instructional Design (1974)Frames of Mind: The Theory of Multiple Intelligences (1984)The Conditions of Learning and Theory of Instruction (1985)The claims of games: A comprehensive review and directions for future research (2007)Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning (2017)Situated Cognition and the Culture of Learning (1989)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)The Process of Education (1960)The Reflective Practitioner: How Professionals Think in Action (1985)Are You Ready to Teach Secondary Mathematics in the 21stCentury? (2013)An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)Freemium Pricing in Digital Games with Virtual Currency (2021)Microcomputers in education: Motivational and social issues. (1985)Audience engagement in multimedia presentations (1997)Intrinsic motivation, curiosity, and learning (2016)Pedagogies of Engagement: Classroom-Based Practices (2005)What Makes Professional Development Effective? Strategies That Foster Curriculum Implementation (2007)How Does Professional Development Improve Teaching? (2016)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)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)Digital Youth, Innovation, and the Unexpected (2009)English Learners' Participation in Mathematical Discussion: Shifting Positionings and Dynamic Identities (2013)Articulating Design Principles for Productive Use of Video in Preservice Education (2018)Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects (2009)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1998Understanding by Design2,408 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 2008Game–like learning: An example of situated learning and implications for opportunity to learn113 cited
  • 2007A Brief Review of Digital Games and Learning77 cited
  • 2003Welcome59 cited
  • 2005How Are Games Educational? Learning Theories Embodied in Games51 cited
  • 2008Developing evaluative indicators for educational computer games44 cited

Cited by

No citing works inside the corpus for this window.

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