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Video Games: A Route to Large-Scale STEM Education?
11 references·16 citing·45 second hop
Video Games: A Route to Large-Scale STEM Education? (2009)Video Games: A Route to Large-Scale STEM …The Taxonomy of Educational Objectives (2012)The Taxonomy of Educational O…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…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 Next Generation of Educational Engagement (2004)The Next Generation of Educat…Proceedings of the 6th international conference on Learning sciences (2004)Proceedings of the 6th intern…What video games have to teach us about learning and literacy (2003)What video games have to teac…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Effects of cooperative, compe…The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study (2020)The Effect of Game-Based Lear…Handbook of Game-Based Learning. (2020)Handbook of Game-Based Learni…Increased emotional engagement in game-based learning – A machine learning approach on facial emotion detection data (2019)Increased emotional engagemen…Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Impact of serious games on sc…Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning (2018)Analysis of Students’ Critica…What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2016)What is a True Gamer? The Mal…Classcraft: from gamification to ludicization of classroom management (2016)Classcraft: from gamification…Climate change games as tools for education and engagement (2015)Climate change games as tools…Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)Measuring engagement in video…Brain points (2014)Brain pointsGaming science: the “Gamification” of scientific thinking (2013)Gaming science: the “Gamifica…A Theoretical Framework for Serious Game Design (2012)A Theoretical Framework for S…A Realistic Look at STEM and the Role of Community Colleges (2012)A Realistic Look at STEM and …Children, Wired: For Better and for Worse (2010)Children, Wired: For Better a…Innovations in Teaching Undergraduate Biology and Why We Need Them (2009)Innovations in Teaching Under…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. 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(2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Toward a Theory of Intrinsically Motivating Instruction* (1981)Flow: the psychology of optimal experience (1990)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)The Role of the Laboratory in Science Teaching: Neglected Aspects of Research (1982)The Impact of Classroom Evaluation Practices on Students (1988)Formative assessment in higher education: Moves towards theory and the enhancement of pedagogic practice (2003)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1998Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses6,068 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2012The Taxonomy of Educational Objectives4,103 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1981Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis.1,592 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2004The Next Generation of Educational Engagement642 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2004Proceedings of the 6th international conference on Learning sciences482 cited

Cited by

  • 2020Handbook of Game-Based Learning.352 cited
  • 2018Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning344 cited
  • 2016What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture

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342 cited
  • 2014Measuring engagement in video game-based environments: Investigation of the User Engagement Scale308 cited
  • 2015Climate change games as tools for education and engagement278 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering267 cited
  • 2009Innovations in Teaching Undergraduate Biology and Why We Need Them267 cited
  • 2013Gaming science: the “Gamification” of scientific thinking219 cited
  • 2010Children, Wired: For Better and for Worse193 cited
  • 2019Increased emotional engagement in game-based learning – A machine learning approach on facial emotion detection data189 cited
  • 2012A Theoretical Framework for Serious Game Design140 cited
  • 2020The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study138 cited
  • 2014Brain points131 cited
  • 2016Classcraft: from gamification to ludicization of classroom management130 cited
  • 2012A Realistic Look at STEM and the Role of Community Colleges128 cited
  • 2019Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis126 cited