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A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation
16 references·12 citing·49 second hop
A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation (2012)A teachable-agent-based game affording co…Rational Numbers (2012)Rational NumbersUsing game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Handbook of Metacognition in Education (2009)Handbook of Metacognition in …Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…Self-Efficacy Beliefs of Adolescents (2006)Self-Efficacy Beliefs of Adol…Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…The collaborative apprenticeship model: Situated professional development within school settings (2005)The collaborative apprentices…Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. (2005)Role of Guidance, Reflection,…Design-based research and technology-enhanced learning environments (2005)Design-based research and tec…Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Should There Be a Three-Strik…Toward an Emotion Nuanced Sensemaking Perspective of Organizational Consultation (2000)Toward an Emotion Nuanced Sen…From social interaction to individual reasoning: an empirical investigation of a possible socio-cultural model of cognitive development (1999)From social interaction to in…The Role of Central Conceptual Structures in the Development of Children's Thought (1996)The Role of Central Conceptua…Cooperative Versus Competitive Efforts and Problem Solving (1995)Cooperative Versus Competitiv…COGNITIVE APPRENTICESHIP: MAKING THINKING VISIBLE (1991)COGNITIVE APPRENTICESHIP: MAK…Adaptive scaffolding and engagement in digital game-based learning (2023)Adaptive scaffolding and enga…How Can the Use of Digital Games in Mathematics Education Promote Students’ Mathematical Reasoning? A Qualitative Systematic Review (2022)How Can the Use of Digital Ga…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 impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study (2021)The impact of peer competitio…How primary teachers use games to support their teaching of mathematics (2021)How primary teachers use game…The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns (2018)The impacts of peer competiti…Rewarded and unrewarded competition in a CSCL environment: A coopetition design with a social cognitive perspective using PLS-SEM analyses (2017)Rewarded and unrewarded compe…MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES (2017)MOTIVATION AND LEARNING ENGAG…Guidelines for designing and using collaborative-competitive serious games (2017)Guidelines for designing and …A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference (2017)A quantitative approach to pr…Peer-assessment in higher education – twenty-first century practices, challenges and the way forward (2015)Peer-assessment in higher edu…Learning by Teaching Human Pupils and Teachable Agents: The Importance of Recursive Feedback (2013)Learning by Teaching Human Pu…Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)How people learn (2000)THE ACT OF DISCOVERY (2006)Scaffolding and Achievement in Problem-Based and Inquiry Learning: A Response to Kirschner, Sweller, and Clark (2006) (2007)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. 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References

  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 2006Self-Efficacy Beliefs of Adolescents3,535 cited
  • 2000Toward an Emotion Nuanced Sensemaking Perspective of Organizational Consultation3,338 cited
  • 2004Should There Be a Three-Strikes Rule Against Pure Discovery Learning?2,525 cited
  • 2005Design-based research and technology-enhanced learning environments2,239 cited
  • 1991COGNITIVE APPRENTICESHIP: MAKING THINKING VISIBLE1,516 cited
  • 2009Handbook of Metacognition in Education1,503 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 1995Cooperative Versus Competitive Efforts and Problem Solving489 cited
  • 1996The Role of Central Conceptual Structures in the Development of Children's Thought486 cited
  • 1999From social interaction to individual reasoning: an empirical investigation of a possible socio-cultural model of cognitive development420 cited
  • 2005Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.394 cited
  • 2006Gameplaying for maths learning: cooperative or not?

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323 cited
  • 2005The collaborative apprenticeship model: Situated professional development within school settings302 cited
  • 2012Rational Numbers240 cited
  • Cited by

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    • 2017Guidelines for designing and using collaborative-competitive serious games64 cited
    • 2021How primary teachers use games to support their teaching of mathematics60 cited
    • 2021The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study54 cited
    • 2017A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference47 cited
    • 2018The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns47 cited
    • 2017MOTIVATION AND LEARNING ENGAGEMENT THROUGH PLAYING MATH VIDEO GAMES46 cited
    • 2023Adaptive scaffolding and engagement in digital game-based learning42 cited
    • 2017Rewarded and unrewarded competition in a CSCL environment: A coopetition design with a social cognitive perspective using PLS-SEM analyses34 cited
    • 2022How Can the Use of Digital Games in Mathematics Education Promote Students’ Mathematical Reasoning? A Qualitative Systematic Review31 cited