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Video Games and Education: Designing Learning Systems for an Interactive Age.
16 references·13 citing·43 second hop
Video Games and Education: Designing Learning Systems for an Interactive Age. (2008)Video Games and Education: Designing Lear…Video Research in the Learning Sciences (2014)Video Research in the Learnin…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Why Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Pikachu's Global Adventure (2004)Pikachu's Global AdventureVideo Games in Education (2003)Video Games in EducationLITERACY IN THE NEW MEDIA AGE (2003)LITERACY IN THE NEW MEDIA AGEHARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Epistemologically authentic inquiry in schools: A theoretical framework for evaluating inquiry tasks (2002)Epistemologically authentic i…A Developmental Model of Critical Thinking (1999)A Developmental Model of Crit…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Guns, Germs, and Steel: The Fates of Human Societies. (1997)Guns, Germs, and Steel: The F…Education for Thinking (1986)Education for ThinkingIdeology and Curriculum (1982)Ideology and CurriculumPlay and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning (2023)A game-based learning system …The educational value of virtual ecologies in Red Dead Redemption 2 (2021)The educational value of virt…Using Challenges to Enhance a Learning Game for Pronunciation Training of English as a Second Language (2020)Using Challenges to Enhance a…Motivating Professional Student Behavior Through a Gamified Personal Branding Assignment (2019)Motivating Professional Stude…Gamification (2019)GamificationLearning and engagement in a gamified course: I nvestigating the effects of student characteristics (2018)Learning and engagement in a …Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2017)Designing Engaging Educationa…Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Customizing scaffolds for gam…Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico (2017)Adquisición de competencias a…Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2016)Designing Engaging Educationa…Using a Digital Game for Training Desirable Behavior in Cognitive–Behavioral Therapy of Burnout Syndrome: A Controlled Study (2015)Using a Digital Game for Trai…A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction (2012)A survey of exemplar teachers…Developing e-Bug web games to teach microbiology (2011)Developing e-Bug web games to…Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)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)A Handbook of Child Psychology (1932)Beliefs about beliefs: Representation and constraining function of wrong beliefs in young children's understanding of deception (1983)Supporting and Promoting Argumentation Discourse in Science Education (2002)An integrated critical thinking framework for the 21st century (2014)Democracy and Education (2015)AI Tools in Society: Impacts on Cognitive Offloading and the Future of Critical Thinking (2025)THE STRUCTURE OF SCIENTIFIC REVOLUTIONS (1963)The Structure of Scientific Revolutions (1963)National Science Education Standards (1995)Beyond the scientific method: Model‐based inquiry as a new paradigm of preference for school science investigations (2008)Experimental and Quasi-Experimental Studies of Inquiry-Based Science Teaching (2012)Meta-Analysis of Inquiry-Based Learning (2016)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Modernization, cultural change, and democracy the human development sequence (2005)The Colonial Origins of Comparative Development: An Empirical Investigation: Reply (2012)Why nations fail: the origins of power, prosperity, and poverty (2012)Social Class and the Hidden Curriculum of Work (1980)Social Class and School Knowledge (1981)Education policy as an act of white supremacy: whiteness, critical race theory and education reform (2005)Antecedents of self-regulation: A developmental perspective. (1982)Pretense and representation: The origins of "theory of mind." (1987)Preschool Program Improves Cognitive Control (2007)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)The "Academic Literacies" Model: Theory and Applications (2006)“Multiliteracies”: New Literacies, New Learning (2009)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1997Guns, Germs, and Steel: The Fates of Human Societies.4,979 cited
  • 2003LITERACY IN THE NEW MEDIA AGE4,001 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 1982Ideology and Curriculum2,198 cited
  • 2002Epistemologically authentic inquiry in schools: A theoretical framework for evaluating inquiry tasks1,308 cited
  • 1999A Developmental Model of Critical Thinking1,199 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003Video Games in Education711 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2014Video Research in the Learning Sciences446 cited
  • 1986Education for Thinking439 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited
  • 2004Pikachu's Global Adventure174 cited

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Cited by

  • 2019Gamification138 cited
  • 2017Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity119 cited
  • 2012A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction91 cited
  • 2011Developing e-Bug web games to teach microbiology77 cited
  • 2018Learning and engagement in a gamified course: I nvestigating the effects of student characteristics71 cited
  • 2017Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico64 cited
  • 2023A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning57 cited
  • 2016Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning53 cited
  • 2017Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning50 cited
  • 2021The educational value of virtual ecologies in Red Dead Redemption 247 cited
  • 2020Using Challenges to Enhance a Learning Game for Pronunciation Training of English as a Second Language42 cited
  • 2019Motivating Professional Student Behavior Through a Gamified Personal Branding Assignment37 cited
  • 2015Using a Digital Game for Training Desirable Behavior in Cognitive–Behavioral Therapy of Burnout Syndrome: A Controlled Study28 cited