SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Using Civilization IV to Engage Students in World History Content
16 references·2 citing·38 second hop
Using Civilization IV to Engage Students in World History Content (2011)Using Civilization IV to Engage Students …Good Video Games + Good Learning: collected essays on video games, learning and literacy (2013)Good Video Games + Good Learn…Educational Researcher (2010)Educational ResearcherVIDEOGAMES AND EDUCATION (2009)VIDEOGAMES AND EDUCATIONVideo Games in Education: Why They Should Be Used and How They Are Being Used (2008)Video Games in Education: Why…Teens, video games and civics (2008)Teens, video games and civicsDesigning Centers of Expertise for Academic Learning Through Video Games (2008)Designing Centers of Expertis…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Video Games and the Future of Learning (2005)Video Games and the Future of…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 (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Video Games in Education (2003)Video Games in EducationHARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Videogames of the oppressed :videogames as a means for critical thinking and debate (2001)Videogames of the oppressed :…Proceedings of the 1996 international conference on Learning sciences (1996)Proceedings of the 1996 inter…A "Pac-Man" theory of motivation: Tactical implications for classroom instruction. (1982)A "Pac-Man" theory of motivat…A model of heritage content to support the design and analysis of video games for history education (2018)A model of heritage content t…Substantial Integration of Typical Educational Games Into Extended Curricula (2017)Substantial Integration of Ty…Technology and social inclusion: rethinking the digital divide (2003)Handbook of Research on Effective Electronic Gaming in Education (2009)A scoping review of research on digital game-based language learning (2018)Handbook of Game-Based Learning. (2020)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)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)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)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)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Exploring the potential of computer and video games for health and physical education: A literature review (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)Video Games Do Affect Social Outcomes (2014)Taken Out of Context: American Teen Sociality in Networked Publics (2017)Objectivism versus constructivism: Do we need a new philosophical paradigm? (1991)Teacher Turnover and Teacher Shortages: An Organizational Analysis (2001)What Makes Professional Development Effective? Strategies That Foster Curriculum Implementation (2007)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2010Educational Researcher2,556 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003Video Games in Education711 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2004What video games have to teach us about learning and literacy575 cited
  • 2013Good Video Games + Good Learning: collected essays on video games, learning and literacy550 cited
  • 2008Teens, video games and civics442 cited
  • 1996Proceedings of the 1996 international conference on Learning sciences434 cited
  • 2008Video Games in Education: Why They Should Be Used and How They Are Being Used333 cited
  • 2001Videogames of the oppressed :videogames as a means for critical thinking and debate207 cited
  • 1982A "Pac-Man" theory of motivation: Tactical implications for classroom instruction.197 cited
  • 2009VIDEOGAMES AND EDUCATION190 cited
  • 2008

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Designing Centers of Expertise for Academic Learning Through Video Games
123 cited

Cited by

  • 2018A model of heritage content to support the design and analysis of video games for history education45 cited
  • 2017Substantial Integration of Typical Educational Games Into Extended Curricula35 cited