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Using video games to enhance learning in digital systems
13 references·2 citing·40 second hop
Using video games to enhance learning in digital systems (2008)Using video games to enhance learning in …Digital Game-Based Learning (2020)Digital Game-Based LearningUsing games and simulations for supporting learning (2006)Using games and simulations f…Federation of American Scientists (2006)Federation of American Scient…Video Games and the Future of Learning (2005)Video Games and the Future of…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…Before Every Child Is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education (2005)Before Every Child Is Left Be…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Digital game-based learning (2003)Digital game-based learningDigital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Mind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…Mind at Play; The Psychology of Video Games (1983)Mind at Play; The Psychology …Equity and Diversity (2019)Equity and DiversityImplementing a Game for Supporting Learning in Mathematics. (2014)Implementing a Game for Suppo…Cognitive Load During Problem Solving: Effects on Learning (1988)The Uses of Argument (2003)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A meta-analytic review of the role of instructional support in game-based learning (2012)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (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)Experiential Learning : Experience as the Source of Learning and Development (1983)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Gamification: The effect on student motivation and performance at the post-secondary level (2015)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Tracing the development of teacher knowledge in a design seminar: Integrating content, pedagogy and technology (2005)Digital Fabrication and ‘Making’ in Education (2013)An integrated critical thinking framework for the 21st century (2014)Action video games and informal education: Effects on strategies for dividing visual attention (1994)Not so doomed: computer game play and positive adolescent development (2002)What Is Video Game Culture? Cultural Studies and Game Studies (2010)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)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 Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2006Using games and simulations for supporting learning340 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers337 cited
  • 1983Mind at Play; The Psychology of Video Games256 cited
  • 2005Before Every Child Is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education79 cited
  • 2006Federation of American Scientists48 cited

Cited by

  • 2014Implementing a Game for Supporting Learning in Mathematics.52 cited
  • 2019Equity and Diversity31 cited

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