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The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games
8 references·2 citing·47 second hop
The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games (2008)The Relationship between Game Genres, Lea…Similarities and differences between "learn through play" and "edutainment" (2006)Similarities and differences …Making educational computer games "educational" (2005)Making educational computer g…Handbook of computer game studies (2005)Handbook of computer game stu…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…The game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Personal computer adventure games (1997)Personal computer adventure g…eSports: A new window on neurocognitive expertise? (2018)eSports: A new window on neur…Relationship between learning styles and genres of games (2016)Relationship between learning…The impact of digital games in education. (2003)Older Adults and Crowdsourcing (2018)Science-based discussions using imaginative stories as a method of teaching in Urine microbial fuel cells (2019)A theory of play and fantasy. (1955)Story and Discourse: Narrative Structure in Fiction and Film (1979)Rules of Play: Game Design Fundamentals (2003)Gaming at a LAN event: the social context of playing video games (2005)Video game values: Human–computer interaction and games (2006)Beyond Play (2007)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)Media will never influence learning (1994)Will media influence learning? Reframing the debate (1994)Interaction Design and Children (2007)Handbook of Research on Improving Learning and Motivation through Educational Games (2011)The effects of the size and weight of a mobile device on an educational game (2013)Human Problem Solving (1972)Toward a Theory of Intrinsically Motivating Instruction* (1981)Decision Making and Problem Solving (1987)Engagement in multimedia training systems (2003)Action Learning with Second Life - A Pilot Study (2009)Academic methods for usability evaluation of serious games: a systematic review (2016)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Game object model version II: a theoretical framework for educational game development (2006)Gameplaying for maths learning: cooperative or not? (2006)Learning and Teaching Styles in Engineering Education. (1988)Calculating, Interpreting, And Reporting Cronbach’s Alpha Reliability Coefficient For Likert-Type Scales (2003)Learning Styles and Pedagogy in post-16 learning: a systematic and critical review (2004)Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance (2021)Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model (2022)Validity and utility of alternative predictors of job performance. (1984)Intelligence and educational achievement (2006)The effects of video game playing on attention, memory, and executive control (2008)Playing with Emotions: A Systematic Review Examining Emotions and Emotion Regulation in Esports Performance (2023)Defining elite esports athletes: a scoping review (2024)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Measuring Player Immersion in the Computer Game Narrative (2009)Videogame Addiction and its Treatment (2009)The Effects of Pathological Gaming on Aggressive Behavior (2010)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2005Handbook of computer game studies292 cited
  • 2005Making educational computer games "educational"187 cited
  • 1997Personal computer adventure games85 cited
  • 2006Similarities and differences between "learn through play" and "edutainment"77 cited

Cited by

  • 2018eSports: A new window on neurocognitive expertise?136 cited
  • 2016Relationship between learning styles and genres of games63 cited

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