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Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning
16 references·16 citing·35 second hopsampled
Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning (2008)Games, simulations, and visual metaphors …Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…Handbook of Research on Educational Communications and Technology (2013)Handbook of Research on Educa…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates. (2005)Intrinsic and Extrinsic Motiv…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Mixed Methods Research: A Res…Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…Grounded Theory Methodology (1998)Grounded Theory MethodologyHandbook of Qualitative Research. (1995)Handbook of Qualitative Resea…Handbook of Qualitative Research (1994)Handbook of Qualitative Resea…Mental Models (1983)Mental ModelsToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Metaphor and Thought (1979)Metaphor and ThoughtThought and language (1962)Thought and languageThe origins of intelligence in children. (1952)The origins of intelligence i…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Play hard, study hard? The influence of gamification on students’ study engagement (2022)Play hard, study hard? The in…Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis (2022)Digital serious games in deve…Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Relationship Between Children…Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course (2020)Analyzing Students’ Self-Perc…Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains (2018)Comparing Serious Games and E…Board Game in Physics Classes—a Proposal for a New Method of Student Assessment (2018)Board Game in Physics Classes…Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes (2016)Is it worth it to consider vi…Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance (2016)Effects of game-based learnin…The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation. (2015)The Comparison of Solitary an…Evidence for effective uses of dynamic visualisations in science curriculum materials (2014)Evidence for effective uses o…Video Games for Children and Adolescents With Special Educational Needs (2013)Video Games for Children and …Participatory evaluation of an educational game for social skills acquisition (2013)Participatory evaluation of a…Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study (2012)Impact of online instructiona…Gaming the Game (2011)Gaming the GameSimulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games (2010)Simulated Sustainable Societi…Enjoyment and learning: Policy and secondary school learners’ experience in England (2010)Enjoyment and learning: Polic…The developmental psychology of Jean Piaget. (1963)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Principles of Language Learning and Teaching (1981)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)The Structure of Scientific Revolutions (1963)Case Study Research: Design and Methods (1984)Naturalistic inquiry (1985)Paradigms Lost and Pragmatism Regained (2007)Toward a Definition of Mixed Methods Research (2007)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Pretense and representation: The origins of "theory of mind." (1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)Determining Validity in Qualitative Inquiry (2000)Consolidated criteria for reporting qualitative research (COREQ): a 32-item checklist for interviews and focus groups (2007)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Motivation reconsidered: The concept of competence. (1959)On seeing human: A three-factor theory of anthropomorphism. (2007)Photovoice: Concept, Methodology, and Use for Participatory Needs Assessment (1997)How Many Interviews Are Enough? (2005)Theory Building From Cases: Opportunities And Challenges (2007)Integrating technology into K-12 teaching and learning: current knowledge gaps and recommendations for future research (2006)e-Learning, online learning, and distance learning environments: Are they the same? (2010)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)
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References

  • 1994Handbook of Qualitative Research26,587 cited
  • 1962Thought and language20,700 cited
  • 2004Mixed Methods Research: A Research Paradigm Whose Time Has Come11,161 cited
  • 1952The origins of intelligence in children.10,676 cited
  • 1995Handbook of Qualitative Research.7,764 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2013Handbook of Research on Educational Communications and Technology2,732 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1979Metaphor and Thought2,158 cited
  • 1998Grounded Theory Methodology1,435 cited
  • 1983Mental Models1,324 cited
  • 2005Intrinsic and Extrinsic Motivational Orientations in the Classroom: Age Differences and Academic Correlates.1,298 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited

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Cited by

  • 2014Evidence for effective uses of dynamic visualisations in science curriculum materials137 cited
  • 2015The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation.113 cited
  • 2010Enjoyment and learning: Policy and secondary school learners’ experience in England108 cited
  • 2013Video Games for Children and Adolescents With Special Educational Needs98 cited
  • 2012Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study87 cited
  • 2016Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance70 cited
  • 2013Participatory evaluation of an educational game for social skills acquisition68 cited
  • 2022Digital serious games in developing nursing clinical competence: A systematic review and meta-analysis66 cited
  • 2020Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course64 cited
  • 2016Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes61 cited
  • 2018Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains61 cited
  • 2011Gaming the Game58 cited
  • 2022Play hard, study hard? The influence of gamification on students’ study engagement54 cited
  • 2010Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games51 cited
  • 2018Board Game in Physics Classes—a Proposal for a New Method of Student Assessment49 cited
  • 2020Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study49 cited