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Investigating the educational effectiveness of multiplayer online games for children
16 references·4 citing·23 second hop
Investigating the educational effectiveness of multiplayer online games for children (2007)Investigating the educational effectivene…Digital Game-Based Learning (2020)Digital Game-Based LearningStrangers and friends (2006)Strangers and friends"Alone together?" (2006)"Alone together?"Making educational computer games "educational" (2005)Making educational computer g…GameFlow (2005)GameFlowExplaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Digital game-based learning (2003)Digital game-based learningCommunities of practice learning, meaning, and identity (1999)Communities of practice learn…The design of children's technology (1998)The design of children's tech…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Apprenticeship in thinking: cognitive development in social context (1990)Apprenticeship in thinking: c…Apprenticeship in Thinking (1990)Apprenticeship in ThinkingMind 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…Categorizing Game Design Elements into Educational Game Design Fundamentals (2019)Categorizing Game Design Elem…Feedback Fidelities in Three Different Types of Crisis Management Training Environments (2013)Feedback Fidelities in Three …Flow and cooperative learning in civic game play (2012)Flow and cooperative learning…Usability evaluation for history educational games (2009)Usability evaluation for hist…On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)Identity and agency in cultural worlds (1999)Culture and systems of thought: Holistic versus analytic cognition. (2001)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)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)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)Event tourism: Definition, evolution, and research (2007)Educational Leadership (2003)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1990Apprenticeship in thinking: cognitive development in social context5,464 cited
  • 1990Apprenticeship in Thinking4,706 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2005GameFlow2,122 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1978Mind in society: The development of higher psychological processes. L. S. Vygotsky.1,309 cited
  • 2006"Alone together?"778 cited
  • 1998The design of children's technology475 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 2006Strangers and friends417 cited
  • 2005Making educational computer games "educational"187 cited

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Cited by

  • 2012Flow and cooperative learning in civic game play47 cited
  • 2009Usability evaluation for history educational games43 cited
  • 2019Categorizing Game Design Elements into Educational Game Design Fundamentals42 cited
  • 2013Feedback Fidelities in Three Different Types of Crisis Management Training Environments3 cited