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An educational game for learning human immunology: What do students learn and how do they perceive?
16 references·12 citing·47 second hop
An educational game for learning human immunology: What do students learn and how do they perceive? (2013)An educational game for learning human im…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Problem solving and collaboration using mobile serious games (2011)Problem solving and collabora…Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits (2011)Exergames for Physical Educat…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…The Next Generation of Educational Engagement (2004)The Next Generation of Educat…A literature review on games and learning (2004)A literature review on games …Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Nine Ways to Reduce Cognitive…Rote Versus Meaningful Learning (2002)Rote Versus Meaningful Learni…Meaningful learning: The essential factor for conceptual change in limited or inappropriate propositional hierarchies leading to empowerment of learners (2002)Meaningful learning: The esse…A Revision of Bloom's Taxonomy: An Overview (2002)A Revision of Bloom's Taxonom…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A taxonomy for learning, teac…Scientific literacy: Another look at its historical and contemporary meanings and its relationship to science education reform (2000)Scientific literacy: Another …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq) (1993)Reliability and Predictive Va…Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics (2022)Effects of games in STEM educ…A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model (2022)A New Measure for Serious Gam…Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game (2021)Examining the effects of stud…Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention (2021)Creating a Modified Monopoly …Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Relationship Between Children…Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game‐based learning environment (2019)Does emotion matter? An inves…Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment (2019)Are They Learning or Playing?…Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game (2018)Learning and motivational eff…Analyzing gameplay data to inform feedback loops in The Radix Endeavor (2017)Analyzing gameplay data to in…Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study (2016)Investigating the Impact of G…A multilevel analysis of diverse learners playing life science video games: Interactions between game content, learning disability status, reading proficiency, and gender (2015)A multilevel analysis of dive…Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated (2014)Investigating the Effectivene…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Serious Games : An Overview (2007)Teaching Learning Strategies (1985)Structural Equation Modeling with LISREL: Essentials and Advances. 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(2006)Putting Education in “Educational” Apps (2015)The essential elements of team‐based learning (2008)Transfer of Learning: Cognition, Instruction, and Reasoning (2011)Exploring the complex relations between achievement emotions and self-regulated learning behaviors in online learning (2012)Handbook of Educational Psychology (2013)Problem-Solving Transfer (2013)Teaching through Interactions (2013)National Science Education Standards (1995)Conceptual change: A powerful framework for improving science teaching and learning (2003)How literacy in its fundamental sense is central to scientific literacy (2003)Time for action: Science education for an alternative future (2003)The National Science Education Standards (2013)Democracy and Education (2015)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Increased Structure and Active Learning Reduce the Achievement Gap in Introductory Biology (2011)Enhancing Student Engagement Using the Flipped Classroom (2014)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? 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this work references cited by second hop

References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2002A Revision of Bloom's Taxonomy: An Overview7,800 cited
  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 1993Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq)3,640 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2000Scientific literacy: Another look at its historical and contemporary meanings and its relationship to science education reform1,286 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2002Meaningful learning: The essential factor for conceptual change in limited or inappropriate propositional hierarchies leading to empowerment of learners915 cited
  • 2002Rote Versus Meaningful Learning881 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2011Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits453 cited

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2004
A literature review on games and learning
328 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2011Problem solving and collaboration using mobile serious games240 cited
  • Cited by

    • 2018Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education –The Life Cycle Assessment (LCA) game77 cited
    • 2014Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated76 cited
    • 2022Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics73 cited
    • 2019Are They Learning or Playing? Students’ Perception Traits and Their Learning Self-Efficacy in a Game-Based Learning Environment56 cited
    • 2015A multilevel analysis of diverse learners playing life science video games: Interactions between game content, learning disability status, reading proficiency, and gender55 cited
    • 2019Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game‐based learning environment54 cited
    • 2016Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study52 cited
    • 2020Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study49 cited
    • 2021Examining the effects of students' self-efficacy and prior knowledge on learning and visual behavior in a physics game47 cited
    • 2017Analyzing gameplay data to inform feedback loops in The Radix Endeavor46 cited
    • 2022A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model38 cited
    • 2021Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention31 cited