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The acquisition of skill and expertise in massively multiplayer online games
16 references·9 citing·33 second hop
The acquisition of skill and expertise in massively multiplayer online games (2007)The acquisition of skill and expertise in…The Nature of Expertise (2014)The Nature of ExpertiseThe Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …What video games have to teach us about learning and literacy (2003)What video games have to teac…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Expert performance: Its structure and acquisition. (1994)Expert performance: Its struc…The role of deliberate practice in the acquisition of expert performance. (1993)The role of deliberate practi…Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise (1993)Surpassing Ourselves: An Inqu…Situated Learning (1991)Situated LearningPartners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Partners in Cognition: Extend…The Scree Test For The Number Of Factors (1966)The Scree Test For The Number…The Application of Electronic Computers to Factor Analysis (1960)The Application of Electronic…Popular media and the bombardment of evolution misconceptions (2022)Popular media and the bombard…Roles in the Discussion (2020)Roles in the DiscussionMotivation is a game: Massively multiplayer online games as agents of motivation in higher education (2018)Motivation is a game: Massive…Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2017)Designing Engaging Educationa…Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2016)Designing Engaging Educationa…Exploring the Effective Help for Social Anxiety: MMORPGs Delivering Online Help (2015)Exploring the Effective Help …Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments (2011)Navigating Massively Multipla…Spore: Spawning Evolutionary Misconceptions? (2010)Spore: Spawning Evolutionary …Gamers and gaming context: Relationships to critical thinking (2010)Gamers and gaming context: Re…Situated Cognition and the Culture of Learning (1989)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)Frames of Mind: The Theory of Multiple Intelligences (1984)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Cognitive Architecture and Instructional Design (1998)Grit: Perseverance and passion for long-term goals. (2007)Cognitive Load Theory (2011)A Rationale and Test for the Number of Factors in Factor Analysis (1965)The Eating Attitudes Test: psychometric features and clinical correlates (1982)Evaluating the use of exploratory factor analysis in psychological research. (1999)Best Practices for Developing and Validating Scales for Health, Social, and Behavioral Research: A Primer (2018)Conditions of Learning (1965)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Flow: the psychology of optimal experience (1990)EXPERT AND EXCEPTIONAL PERFORMANCE: Evidence of Maximal Adaptation to Task Constraints (1996)Child Development and Emergent Literacy (1998)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Self-explanations: How students study and use examples in learning to solve problems (1989)Long-term working memory. (1995)The influence of shared mental models on team process and performance. (2000)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)A Second Generation Little Jiffy (1970)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1966The Scree Test For The Number Of Factors13,549 cited
  • 1960The Application of Electronic Computers to Factor Analysis12,390 cited
  • 1993The role of deliberate practice in the acquisition of expert performance.9,542 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2014The Nature of Expertise2,173 cited
  • 1994Expert performance: Its structure and acquisition.2,072 cited
  • 1993Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise1,356 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited

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2005
Making learning fun: Quest Atlantis, a game without guns
949 cited
  • 1991Partners in Cognition: Extending Human Intelligence with Intelligent Technologies948 cited
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    • 2016Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning53 cited
    • 2017Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning50 cited
    • 2020Roles in the Discussion48 cited
    • 2011Navigating Massively Multiplayer Online Games: Evaluating 21st Century Skills for Learning within Virtual Environments47 cited
    • 2010Gamers and gaming context: Relationships to critical thinking44 cited
    • 2010Spore: Spawning Evolutionary Misconceptions?30 cited
    • 2022Popular media and the bombardment of evolution misconceptions12 cited
    • 2015Exploring the Effective Help for Social Anxiety: MMORPGs Delivering Online Help9 cited