SZodixStudyAcademic Library
DashboardShelvesOpen accessMy libraryInboxNotesWriteLearnAlerts
More
Ask your libraryNotificationsQuick citeReview
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Minecraft as a Creative Tool
16 references·4 citing·32 second hop
Minecraft as a Creative Tool (2014)Minecraft as a Creative ToolMaking Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…The New Political Economy of Urban Education (2013)The New Political Economy of …The New Political Economy of Urban Education: Neoliberalism, Race, and the Right to the City (2011)The New Political Economy of …Language and Learning in the Digital Age (2011)Language and Learning in the …A casual revolution: reinventing video games and their players (2010)A casual revolution: reinvent…Oversold and Underused (2009)Oversold and UnderusedWhat Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Open-Ended Video Games: A Model for Developing Learning for the Interactive Age (2007)Open-Ended Video Games: A Mod…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Don't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…Video Games and the Future of Learning (2005)Video Games and the Future of…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Constructionism : research reports and essays, 1985-1990 (1991)Constructionism : research re…First inspire, then instruct to improve students’ creativity (2021)First inspire, then instruct …Digital creativity to transform learning: Empowerment from a com-educational approach (2021)Digital creativity to transfo…Com-educational Platforms: Creativity and Community for Learning (2019)Com-educational Platforms: Cr…Playing With Virtual Blocks: Minecraft as a Learning Environment for Practice and Research (2017)Playing With Virtual Blocks: …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)Toward a Theory of Intrinsically Motivating Instruction* (1981)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)‘Losing an arm’: schooling as a site of black suffering (2013)Testing regimes, accountabilities and education policy: commensurate global and national developments (2013)Meritocracy 2.0 (2015)Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Teaching and Learning with Technology: Effectiveness of ICT Integration in Schools (2015)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Player Types: A Meta-synthesis (2014)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Improving Student Engagement (2011)Digital literacy and informal learning environments: an introduction (2013)ICT in Education: A Critical Literature Review and Its Implications (2013)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Achieving transformative sustainability learning: engaging head, hands and heart (2008)Parental Mediation Theory for the Digital Age (2011)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)The New Literacies of Online Research and Comprehension: Rethinking the Reading Achievement Gap (2014)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2009Oversold and Underused1,904 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2011The New Political Economy of Urban Education: Neoliberalism, Race, and the Right to the City944 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2010A casual revolution: reinventing video games and their players884 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2011Language and Learning in the Digital Age580 cited
  • 2006Don't bother me, Mom, I'm learning!516 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited
  • 1991Constructionism : research reports and essays, 1985-1990267 cited
  • 2013The New Political Economy of Urban Education232 cited
  • 2007

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Open-Ended Video Games: A Model for Developing Learning for the Interactive Age
121 cited

Cited by

  • 2021First inspire, then instruct to improve students’ creativity74 cited
  • 2017Playing With Virtual Blocks: Minecraft as a Learning Environment for Practice and Research42 cited
  • 2021Digital creativity to transform learning: Empowerment from a com-educational approach31 cited
  • 2019Com-educational Platforms: Creativity and Community for Learning28 cited