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Making educational computer games "educational"
6 references·16 citing·47 second hop
Making educational computer games "educational" (2005)Making educational computer games "educat…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Replaying history: learning world history through playing civilization iii (2004)Replaying history: learning w…A Capacity Model of Children's Comprehension of Educational Content on Television (2000)A Capacity Model of Children'…The design of children's technology (1998)The design of children's tech…Will media influence learning? Reframing the debate (1994)Will media influence learning…Media will never influence learning (1994)Media will never influence le…A systematic literature review of teacher scaffolding in game-based learning in primary education (2023)A systematic literature revie…Engaging children with educational content via Gamification (2019)Engaging children with educat…Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Customizing scaffolds for gam…Game‐based assessment: investigating the impact on test anxiety and exam performance (2016)Game‐based assessment: invest…CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming (2016)CMX: The Effects of an Educat…Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course. (2015)Gamification: An Innovative T…Tango cards (2014)Tango cardsThe effects of the size and weight of a mobile device on an educational game (2013)The effects of the size and w…How digital scaffolds in games direct problem-solving behaviors (2011)How digital scaffolds in game…Handbook of Research on Improving Learning and Motivation through Educational Games (2011)Handbook of Research on Impro…Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Educational games (EG) design…The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games (2008)The Relationship between Game…A MUVE Towards PBL Writing (2008)A MUVE Towards PBL WritingInvestigating the educational effectiveness of multiplayer online games for children (2007)Investigating the educational…Interaction Design and Children (2007)Interaction Design and Childr…Participatory design of learning media: Designing educational computer games with and for teenagers (2006)Participatory design of learn…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)Mind in Society: The Development of Higher Psychological Processes (1978)Working memory: looking back and looking forward (2003)Making games in the classroom: Benefits and gender concerns (2011)Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets (2015)Educational Research: An Introduction (1965)A Look Inside a Muve Design Process: Blending Instructional Design and Game Principles To Target Writing Skills (2009)A case study of educational game design by kids and for kids (2010)Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses. (2018)A Handbook of Child Psychology (1932)Representation and Understanding: Studies in Cognitive Science (1975)Television is "easy" and print is "tough": The differential investment of mental effort in learning as a function of perceptions and attributions. (1984)Media and Attention, Cognition, and School Achievement (2008)Comparing electronic and paper storybooks for preschoolers: Attention, engagement, and recall (2017)Plugged In (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)Frames of Mind: The Theory of Multiple Intelligences (1984)One-to-One Technology in K–12 Classrooms: A Review of the Literature From 2004 Through 2014 (2016)Tablet-based cross-curricular maths vs. traditional maths classroom practice for higher-order learning outcomes (2017)A systematic review of mobile game-based learning in STEM education (2020)Languages of Art (1976)Reconsidering Research on Learning from Media (1983)Learning with Media (1991)How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature (2004)Blended learning systems: Definition, current trends, and future directions (2006)What Forty Years of Research Says About the Impact of Technology on Learning (2011)Partners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)The Theory and Practice of Online Learning (2008)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Digital Games in Education (2007)Educational Video Game Design: A Review of the Literature (2007)Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)A study of learning and motivation in a new media enriched environment for middle school science (2011)GAMED: digital educational game development methodology (2015)Therapeutic use of serious games in mental health: scoping review (2022)Primary school students' perceptions of interactive whiteboards (2005)A conceptual framework based on Activity Theory for mobile CSCL (2006)Child as Protagonist (2017)Games And Simulations in Online Learning: Research and Development Frameworks (2006)The Gaming of Policy and the Politics of Gaming: A Review (2009)Games, Learning, and Assessment (2012)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1994Media will never influence learning1,893 cited
  • 1994Will media influence learning? Reframing the debate1,143 cited
  • 1998The design of children's technology475 cited
  • 2000A Capacity Model of Children's Comprehension of Educational Content on Television274 cited
  • 2004Replaying history: learning world history through playing civilization iii270 cited

Cited by

  • 2007Interaction Design and Children198 cited
  • 2011Handbook of Research on Improving Learning and Motivation through Educational Games163 cited
  • 2013The effects of the size and weight of a mobile device on an educational game159 cited
  • 2008A MUVE Towards PBL Writing143 cited
  • 2009Educational games (EG) design framework: Combination of game design, pedagogy and content modeling136 cited
  • 2014Tango cards131 cited
  • 2017Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity119 cited
  • 2019Engaging children with educational content via Gamification100 cited
  • 2015Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.

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93 cited
  • 2006Participatory design of learning media: Designing educational computer games with and for teenagers92 cited
  • 2016CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming91 cited
  • 2016Game‐based assessment: investigating the impact on test anxiety and exam performance86 cited
  • 2007Investigating the educational effectiveness of multiplayer online games for children86 cited
  • 2023A systematic literature review of teacher scaffolding in game-based learning in primary education83 cited
  • 2008The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games72 cited
  • 2011How digital scaffolds in games direct problem-solving behaviors67 cited