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MeTycoon: A game-based approach to career guidance
14 references·0 citing·47 second hop
MeTycoon: A game-based approach to career guidance (2013)MeTycoon: A game-based approach to career…The Taxonomy of Educational Objectives (2012)The Taxonomy of Educational O…Problem solving and collaboration using mobile serious games (2011)Problem solving and collabora…A case study of the in-class use of a video game for teaching high school history (2010)A case study of the in-class …Promoting Social and Emotional Learning With Games (2009)Promoting Social and Emotiona…Net generation or Digital Natives: Is there a distinct new generation entering university? (2009)Net generation or Digital Nat…Career HOPES: An Internet-delivered career development intervention (2009)Career HOPES: An Internet-del…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Games for virtual team building (2008)Games for virtual team buildi…From e-learning to games-based e-learning: using interactive technologies in teaching an IS course (2007)From e-learning to games-base…The Role of Play in the Pedagogy of ICT (2005)The Role of Play in the Pedag…Career Information, Guidance and Counselling Services (2001)Career Information, Guidance …Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Vocational guidance research: A five-year overview (1977)Vocational guidance research:…Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Taxonomy of Educational Objec…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences (2010)Digital Natives, Digital Immigrants (2012)The digital natives as learners: Technology use patterns and approaches to learning (2013)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Experimental and Quasi-Experimental Designs for Research (1963)Our Princess Is in Another Castle (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Game-based Learning and 21st century skills: A review of recent research (2016)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)A Simulation of Lean Manufacturing: The Lean Lemonade Tycoon 2 (2009)The Use of Computer Games in Education (2011)Practising Arithmetic Using Educational Video Games with an Interpersonal Computer (2014)THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Qualitative research and evaluation methods (1980)Handbook of Qualitative Research (1994)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamifying learning experiences: Practical implications and outcomes (2013)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Frames of Mind: The Theory of Multiple Intelligences (1984)Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)A meta-analysis of the cognitive and motivational effects of serious games. (2013)The Impact of Fun and Enjoyment on Adult's Learning (2014)Psychology of intergroup relations (1986)Communication and Trust in Global Virtual Teams (1999)The Social Identity Theory of Intergroup Behavior (2004)Trust Me (2016)Cooperation and Interdependence (2017)Applications of Social Identity Theory to Research and Design in Computer-Supported Cooperative Work (2018)Social Learning Theory. (1978)A Revision of Bloom's Taxonomy: An Overview (2002)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)Developing a Theory of Gamified Learning (2014)Gamification of health professions education: a systematic review (2020)Perceived locus of causality and internalization: Examining reasons for acting in two domains. (1989)Teaching For Quality Learning At University (1999)Improving Students’ Learning With Effective Learning Techniques (2013)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Mindfulness: A Proposed Operational Definition (2004)Mindfulness: Theoretical Foundations and Evidence for its Salutary Effects (2007)1. Toward a Theory of Culturally Relevant Pedagogy (1995)The Development of Epistemological Theories: Beliefs About Knowledge and Knowing and Their Relation to Learning (1997)
this work references cited by second hop

References

  • 1966Taxonomy of Educational Objectives. Handbook I: Cognitive Domain4,642 cited
  • 2012The Taxonomy of Educational Objectives4,122 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2009Net generation or Digital Natives: Is there a distinct new generation entering university?852 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2010A case study of the in-class use of a video game for teaching high school history296 cited
  • 2009Promoting Social and Emotional Learning With Games245 cited
  • 2011Problem solving and collaboration using mobile serious games240 cited
  • 2008Games for virtual team building95 cited
  • 2007From e-learning to games-based e-learning: using interactive technologies in teaching an IS course50 cited
  • 2009Career HOPES: An Internet-delivered career development intervention30 cited
  • 2001Career Information, Guidance and Counselling Services20 cited
  • 1977Vocational guidance research: A five-year overview19 cited
  • 2005The Role of Play in the Pedagogy of ICT19 cited

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