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Co-located collaborative learning video game with single display groupware
16 references·2 citing·36 second hop
Co-located collaborative learning video game with single display groupware (2009)Co-located collaborative learning video g…Learning Together and Alone (2021)Learning Together and AloneComputer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Foundation for problem‐based gaming (2007)Foundation for problem‐based …Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…Patterns of participation and discourse in elementary students’ computer-supported collaborative learning (2003)Patterns of participation and…Computer supported collaborative learning using wirelessly interconnected handheld computers (2003)Computer supported collaborat…Report on the educational use of games (2002)Report on the educational use…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Motivation and Personality (1997)Motivation and PersonalitySeriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Play and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood (2021)A narrative review of methods…Game Mechanics in the Design of a Collaborative 3D Serious Game (2014)Game Mechanics in the Design …Nature of Prejudice (1954)The psychological sense of school membership among adolescents: Scale development and educational correlates (1993)The Relationship of School Belonging and Friends' Values to Academic Motivation Among Urban Adolescent Students (1993)Adding Value: Learning Communities and Student Engagement (2004)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Self-Regulated Learning and Academic Achievement: An Overview (1990)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Toward a Theory of Intrinsically Motivating Instruction* (1981)Games, Motivation, and Learning: A Research and Practice Model (2002)Relationships Between Game Attributes and Learning Outcomes (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Handbook of Positive Psychology (2001)Tracing the development of teacher knowledge in a design seminar: Integrating content, pedagogy and technology (2005)Digital Fabrication and ‘Making’ in Education (2013)An integrated critical thinking framework for the 21st century (2014)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)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)Antecedents of self-regulation: A developmental perspective. (1982)Pretense and representation: The origins of "theory of mind." (1987)Preschool Program Improves Cognitive Control (2007)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1997Motivation and Personality15,128 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 2021Learning Together and Alone1,308 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2003Computer supported collaborative learning using wirelessly interconnected handheld computers496 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2002Report on the educational use of games333 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2003Patterns of participation and discourse in elementary students’ computer-supported collaborative learning

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307 cited
  • 2007Foundation for problem‐based gaming293 cited
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    • 2014Game Mechanics in the Design of a Collaborative 3D Serious Game39 cited
    • 2021A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood32 cited