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What Research Has to Say about Designing Computer Games for Learning.
16 references·5 citing·51 second hop
What Research Has to Say about Designing Computer Games for Learning. (2007)What Research Has to Say about Designing …The Multimedia Principle (2014)The Multimedia PrincipleWhy Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. (2005)Role of Guidance, Reflection,…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…Fostering social agency in multimedia learning: Examining the impact of an animated agent’s voice (2004)Fostering social agency in mu…The Expertise Reversal Effect (2003)The Expertise Reversal EffectStructuring the Transition From Example Study to Problem Solving in Cognitive Skill Acquisition: A Cognitive Load Perspective (2003)Structuring the Transition Fr…Multimedia Learning (2002)Multimedia LearningThe Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents? (2001)The Case for Social Agency in…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Engaging students in active learning: The case for personalized multimedia messages. (2000)Engaging students in active l…Transfer of Skill from a Computer Game Trainer to Flight (1994)Transfer of Skill from a Comp…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Reconsidering Research on Learning from Media (1983)Reconsidering Research on Lea…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021)The Effect of Multiplayer Vid…MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES (2017)MOTIVATION AND LEARNING ENGAG…Pastplay (2014)PastplayDigital games and the US National Research Council’s science proficiency goals (2013)Digital games and the US Nati…Information Trails: In-Process Assessment of Game-Based Learning (2012)Information Trails: In-Proces…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. 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(2008)A REVIEW OF THE APPLICABILITY OF ROBOTS IN EDUCATION (2013)Using multimedia for e‐learning (2017)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)“GOOD‐BYE, TEACHER …”1 (1968)Primary, Secondary, and Meta-Analysis of Research (1976)Media will never influence learning (1994)The Theory and Practice of Online Learning (2008)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The Aggression Questionnaire. (1992)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. 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this work references cited by second hop

References

  • 2002Multimedia Learning7,764 cited
  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 1983Reconsidering Research on Learning from Media2,713 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2003The Expertise Reversal Effect1,925 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2001The Case for Social Agency in Computer-Based Teaching: Do Students Learn More Deeply When They Interact With Animated Pedagogical Agents?910 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2003Structuring the Transition From Example Study to Problem Solving in Cognitive Skill Acquisition: A Cognitive Load Perspective540 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 1994Transfer of Skill from a Computer Game Trainer to Flight421 cited
  • 2005Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.394 cited

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2004
Fostering social agency in multimedia learning: Examining the impact of an animated agent’s voice
388 cited
  • 2000Engaging students in active learning: The case for personalized multimedia messages.371 cited
  • 2014The Multimedia Principle311 cited
  • Cited by

    • 2013Digital games and the US National Research Council’s science proficiency goals49 cited
    • 2017MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES46 cited
    • 2021The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us43 cited
    • 2012Information Trails: In-Process Assessment of Game-Based Learning41 cited
    • 2014Pastplay28 cited