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Digital game‐based learning once removed: Teaching teachers
11 references·16 citing·36 second hop
Digital game‐based learning once removed: Teaching teachers (2007)Digital game‐based learning once removed:…Digital Game-Based Learning (2020)Digital Game-Based LearningBeyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Video Games and the Future of Learning (2005)Video Games and the Future of…Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005)Learning by Doing: A Comprehe…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…A literature review on games and learning (2004)A literature review on games …What video games have to teach us about learning and literacy (2003)What video games have to teac…Examining Teacher Technology Use (2003)Examining Teacher Technology …Digital game-based learning (2003)Digital game-based learningThe use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms (2021)“Access to technology is the …Principles for Advancing Game-Based Learning in Teacher Education (2020)Principles for Advancing Game…The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning (2018)The effects of an online prof…Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools (2017)Teacher perceptions on the us…Game Factors and Game-Based Learning Design Model (2015)Game Factors and Game-Based L…An application of adaptive games-based learning based on learning style to teach SQL (2015)An application of adaptive ga…A DIGITAL GAME-BASED LEARNING SYSTEM FOR ENERGY EDUCATION: AN ENERGY CONSERVATION PET (2015)A DIGITAL GAME-BASED LEARNING…Level up Learning: A National Survey on Teaching with Digital Games. (2014)Level up Learning: A National…The Place of Game-Based Learning in an Age of Austerity. (2012)The Place of Game-Based Learn…Re-exploring game-assisted learning research: The perspective of learning theoretical bases (2012)Re-exploring game-assisted le…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education (2012)Digital games in the classroo…The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education (2011)The Impact of Specially Desig…Effects of game technology on elementary student learning in mathematics (2011)Effects of game technology on…Digital games as creativity enablers for children (2010)Digital games as creativity e…Digital game building: learning in a participatory culture (2010)Digital game building: learni…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)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Game object model version II: a theoretical framework for educational game development (2006)Gameplaying for maths learning: cooperative or not? (2006)Doing what matters most : investing in quality teaching (1997)Evaluating Strategies Used To Incorporate Technology Into Preservice Education (2006)Teachers' perceptions of the barriers to technology integration and practices with technology under situated professional development (2012)Factors influencing digital technology use in early childhood education (2014)Mind in Society: The Development of Higher Psychological Processes (1978)Rules of Play: Game Design Fundamentals (2003)Strangers and friends (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)EMERGO: A methodology and toolkit for developing serious games in higher education (2007)Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)Serious Games Analytics: Theoretical Framework (2015)Exploring the value of purchasing online game items (2011)Game immersion experience: its hierarchical structure and impact on game‐based science learning (2014)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)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)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 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
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2003Examining Teacher Technology Use603 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2005Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences440 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2004A literature review on games and learning328 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited

Cited by

  • 2011Effects of game technology on elementary student learning in mathematics205 cited
  • 2015Game Factors and Game-Based Learning Design Model196 cited
  • 2015An application of adaptive games-based learning based on learning style to teach SQL191 cited
  • 2012Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education

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170 cited
  • 2014Level up Learning: A National Survey on Teaching with Digital Games.170 cited
  • 2017Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools129 cited
  • 2012Re-exploring game-assisted learning research: The perspective of learning theoretical bases116 cited
  • 2011The Impact of Specially Designed Digital Games-Based Learning in Undergraduate Pathology and Medical Education109 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2010Digital games as creativity enablers for children100 cited
  • 2021“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms97 cited
  • 2012The Place of Game-Based Learning in an Age of Austerity.94 cited
  • 2020Principles for Advancing Game-Based Learning in Teacher Education85 cited
  • 2018The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning84 cited
  • 2015A DIGITAL GAME-BASED LEARNING SYSTEM FOR ENERGY EDUCATION: AN ENERGY CONSERVATION PET80 cited
  • 2010Digital game building: learning in a participatory culture76 cited