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Games for science and engineering education
6 references·16 citing·47 second hop
Games for science and engineering education (2007)Games for science and engineering educati…Science and Engineering Indicators (2004)Science and Engineering Indic…Squire’s Quest! (2003)Squire’s Quest!Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Science and Engineering Indicators 1998 (1998)Science and Engineering Indic…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Effects of cooperative, compe…Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review (2021)Three decades of game-based l…The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review (2020)The effects of game‐based lea…Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Customizing scaffolds for gam…Serious games on environmental management (2016)Serious games on environmenta…Game Learning Analytics: Learning Analytics for Serious Games (2016)Game Learning Analytics: Lear…Using a serious game to complement CPR instruction in a nurse faculty (2015)Using a serious game to compl…Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and Field (2015)Applying Basic Gamification T…The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)The impact of individual, com…The effects of the size and weight of a mobile device on an educational game (2013)The effects of the size and w…Learning Physics with Digital Game Simulations in Middle School Science (2013)Learning Physics with Digital…Problem solving and collaboration using mobile serious games (2011)Problem solving and collabora…Practical, appropriate, empirically-validated guidelines for designing educational games (2011)Practical, appropriate, empir…Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement* (2009)Video Game-Based Education in…Enhancing the educational value of video games (2009)Enhancing the educational val…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…User centered game design (2008)User centered game designExperimental and Quasi-Experimental Designs for Research (1963)Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants (2012)Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation (2015)The use of serious games in science education: a review of selected empirical research from 2002 to 2013 (2015)The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)Self-efficacy mechanism in human agency. (1982)The Transtheoretical Model of Health Behavior Change (1997)Self-Efficacy: The Exercise of Control (1999)Overview of research on the educational use of video games (2006)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Indicators of socioeconomic status for adolescents: the WHO Health Behaviour in School-aged Children Survey (1997)Theory as mediating variables: Why aren't community interventions working as desired? (1997)Video Game Play, Child Diet, and Physical Activity Behavior Change (2010)Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)Can games change children’s eating behaviour? A review of gamification and serious games (2019)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Teaching problem solving through cooperative grouping. Part 1: Group versus individual problem solving (1992)Peer Instruction: Ten years of experience and results (2001)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)A DYNAMIC THEORY OF PERSONALITY (1936)9: Integrating Findings: The Meta-Analysis of Research (1977)Combining results of independent studies. (1978)Achievement goals in the classroom: Students' learning strategies and motivation processes. (1988)The laboratory in science education: Foundations for the twenty‐first century (2003)Mind in Society: The Development of Higher Psychological Processes (1978)Motivational processes affecting learning. (1986)A social-cognitive approach to motivation and personality. (1988)Emotional Design in Digital Media for Learning (2016)Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing (2018)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Assessment in Game-Based Learning (2012)The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2014)Dilemmas in a general theory of planning (1973)Experiential Learning : Experience as the Source of Learning and Development (1983)Motivation and Personality (1997)Designing gamified apps for sustainable consumption: A field study (2018)Conceptualizing Serious Games as a Learning-Based Intervention in the Context of Natural Resources and Environmental Governance (2019)A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)A review of research on teacher beliefs and practices (1996)The Knowledge Economy (2004)A question of belonging: Race, social fit, and achievement. 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this work references cited by second hop

References

  • 1998Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses6,068 cited
  • 2004Science and Engineering Indicators2,814 cited
  • 1981Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis.1,592 cited
  • 1998Science and Engineering Indicators 19981,327 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2003Squire’s Quest!313 cited

Cited by

  • 2013The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation.293 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering267 cited
  • 2011Problem solving and collaboration using mobile serious games240 cited
  • 2016Serious games on environmental management208 cited
  • 2011Practical, appropriate, empirically-validated guidelines for designing educational games195 cited
  • 2013The effects of the size and weight of a mobile device on an educational game159 cited
  • 2016Game Learning Analytics: Learning Analytics for Serious Games140 cited
  • 2009Video Game-Based Education in Mechanical Engineering: A Look at Student Engagement*

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135 cited
  • 2015Using a serious game to complement CPR instruction in a nurse faculty133 cited
  • 2017Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity119 cited
  • 2020The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review107 cited
  • 2015Applying Basic Gamification Techniques to IT Compliance Training: Evidence from the Lab and Field104 cited
  • 2008User centered game design101 cited
  • 2021Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review100 cited
  • 2013Learning Physics with Digital Game Simulations in Middle School Science93 cited
  • 2009Enhancing the educational value of video games91 cited