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Climate change games as tools for education and engagement
16 references·16 citing·39 second hopsampled
Climate change games as tools for education and engagement (2015)Climate change games as tools for educati…Thinking in Systems (2012)Thinking in SystemsReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The Politicization of Climate Change and Polarization in the American Public's Views of Global Warming, 2001–2010 (2011)The Politicization of Climate…Serious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…Thinking in systems: a primer (2009)Thinking in systems: a primerGood Video Games and Good Learning (2007)Good Video Games and Good Lea…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Information and Expression in a Digital Age (2005)Information and Expression in…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Video Games in Education (2003)Video Games in EducationRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Serious Games (1970)Serious GamesThinking algorithmically: The making of hegemonic knowledge in climate governance (2021)Thinking algorithmically: The…Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping (2021)Games on Climate Change: Iden…Game-based Climate Change Engagement (2021)Game-based Climate Change Eng…Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling (2020)Targeting social learning and…Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Serious Gaming for Climate Ad…Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication (2020)Green Across the Board: Board…Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices (2020)Gamification Approaches for E…Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research (2020)Examining Board Gameplay and …Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Designing Engaging Games for …A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019 (2020)A bibliometric review of rese…Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution (2019)Using a serious game to commu…Not so gameful: A critical review of gamification in mobile energy applications (2019)Not so gameful: A critical re…Public engagement with climate imagery in a changing digital landscape (2018)Public engagement with climat…On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)On Evaluating Social Learning…A framework for climate change engagement through video games (2018)A framework for climate chang…Role-play simulations for climate change adaptation education and engagement (2016)Role-play simulations for cli…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)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)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Climate Change Risk Perception and Policy Preferences: The Role of Affect, Imagery, and Values (2006)Predictors of public climate change awareness and risk perception around the world (2015)Meta-analyses of the determinants and outcomes of belief in climate change (2016)The Perception of Risk (2016)Beyond misinformation: Understanding and coping with the “post-truth” era. (2017)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Systems Science Methods in Public Health: Dynamics, Networks, and Agents (2012)A Definition of Systems Thinking: A Systems Approach (2015)Circular economy in construction: current awareness, challenges and enablers (2017)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)Unlocking value for a circular economy through 3D printing: A research agenda (2016)Global polycrisis: the causal mechanisms of crisis entanglement (2024)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2009Thinking in systems: a primer3,071 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2011The Politicization of Climate Change and Polarization in the American Public's Views of Global Warming, 2001–20102,337 cited
  • 2012Thinking in Systems1,372 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2005Information and Expression in a Digital Age962 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 1970Serious Games921 cited
  • 2003Video Games in Education711 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2005

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Engaging by design: How engagement strategies in popular computer and video games can inform instructional design
628 cited

Cited by

  • 2020Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles263 cited
  • 2016Role-play simulations for climate change adaptation education and engagement213 cited
  • 2020Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research191 cited
  • 2018Public engagement with climate imagery in a changing digital landscape150 cited
  • 2018On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review143 cited
  • 2020Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices143 cited
  • 2020Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation133 cited
  • 2020A bibliometric review of research on simulations and serious games used in educating for sustainability, 1997–2019126 cited
  • 2019Using a serious game to communicate risk and minimize psychological distance regarding environmental pollution119 cited
  • 2020Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling102 cited
  • 2018A framework for climate change engagement through video games100 cited
  • 2020Green Across the Board: Board Games as Tools for Dialogue and Simplified Environmental Communication99 cited
  • 2021Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping87 cited
  • 2021Game-based Climate Change Engagement85 cited
  • 2021Thinking algorithmically: The making of hegemonic knowledge in climate governance79 cited
  • 2019Not so gameful: A critical review of gamification in mobile energy applications71 cited