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Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects
16 references·2 citing·37 second hop
Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects (2009)Using Video Games in Science Instruction:…Digital Game-Based Learning (2020)Digital Game-Based LearningConstructing scientific knowledge in the classroom (2010)Constructing scientific knowl…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Video Games and the Future of Learning (2005)Video Games and the Future of…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Doing Quantitative Research in Education with SPSS (2004)Doing Quantitative Research i…Digital game-based learning (2003)Digital game-based learningGrowing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …Research Design: Qualitative, Quantitative, and Mixed Methods Approaches (1994)Research Design: Qualitative,…Constructing Scientific Knowledge in the Classroom (1994)Constructing Scientific Knowl…Experience and Education (1986)Experience and EducationQualitative research and evaluation methods (1980)Qualitative research and eval…Mind in society: The development of higher psychological processes. L. S. Vygotsky. (1978)Mind in society: The developm…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Why Digital Games Can Be Advantageous in Vocabulary Learning (2021)Why Digital Games Can Be Adva…Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study. (2014)Undertaking an Ecological App…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)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)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)Actual Minds, Possible Worlds (1986)Inquiry, Modeling, and Metacognition: Making Science Accessible to All Students (1998)Supporting and Promoting Argumentation Discourse in Science Education (2002)Where's the evidence that active learning works? (2006)How Many Interviews Are Enough? (2005)Three Approaches to Qualitative Content Analysis (2005)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)Generational Differences in Work Values: Leisure and Extrinsic Values Increasing, Social and Intrinsic Values Decreasing (2010)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)Case study research: design and methods (2011)Exploring the credibility of online celebrities' Instagram profiles in influencing the purchase decisions of young female users (2016)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)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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735 cited

Cited by

  • 2021Why Digital Games Can Be Advantageous in Vocabulary Learning29 cited
  • 2014Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study.29 cited