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Game‐based teaching: what educators can learn from videogames
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Game‐based teaching: what educators can learn from videogames (2009)Game‐based teaching: what educators can l…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…THE ACT OF DISCOVERY (2006)THE ACT OF DISCOVERYWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Digital game-based learning (2003)Digital game-based learningDigital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Psychology of Learning for Instruction (1993)Psychology of Learning for In…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…Teachers and Machines: The Classroom Use of Technology since 1920 (1986)Teachers and Machines: The Cl…Experience and Education (1986)Experience and EducationMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Identity and the Life Cycle. (1966)Identity and the Life Cycle.Identity and the life cycle (1959)Identity and the life cycleSituated 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)A social-cognitive approach to motivation and personality. (1988)Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)Optimizing well-being: The empirical encounter of two traditions. (2002)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)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Understanding Generation Y and their use of social media: a review and research agenda (2013)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)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)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)Foundations of Game-Based Learning (2015)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1986Experience and Education13,444 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 1959Identity and the life cycle6,854 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1966Identity and the Life Cycle.2,238 cited
  • 1993Psychology of Learning for Instruction1,939 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 1986Teachers and Machines: The Classroom Use of Technology since 19201,696 cited
  • 2006THE ACT OF DISCOVERY1,450 cited

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