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Bons video games e boa aprendizagem
7 references·5 citing·36 second hop
Bons video games e boa aprendizagem (2009)Bons video games e boa aprendizagemWhy Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Changing minds: computers, learning, and literacy (2001)Changing minds: computers, le…The new work order: behind the language of the new capitalism (2000)The new work order: behind th…Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise (1993)Surpassing Ourselves: An Inqu…The Unschooled Mind: How Children Think and How Schools Should Teach (1992)The Unschooled Mind: How Chil…Intervenções com jogos para o aprimoramento do controle emocional na infância (2022)Intervenções com jogos para o…Jogos cognitivos na escola: percepção das crianças sobre o aprimoramento das funções executivas (2021)Jogos cognitivos na escola: p…Jogos Digitais e Aprimoramento do Controle Inibitório: um Estudo com Crianças do Atendimento Educacional Especializado (2019)Jogos Digitais e Aprimorament…REVISÃO EXPLORATÓRIA DE LITERATURA EM JOGOS DIGITAIS VOLTADOS PARA ESTIMULAÇÃO DO CONTROLE INIBITÓRIO EM CRIANÇAS DO ENSINO FUNDAMENTAL (2018)REVISÃO EXPLORATÓRIA DE LITER…A Gamificação como Estratégia de Engajamento e Motivação na Educação (2017)A Gamificação como Estratégia…Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)A sociedade em rede (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)O Ensino da Anamnese Assistido por Tecnologias Digitais durante a Pandemia da Covid-19 no Brasil (2020)Training and transfer effects of executive functions in preschool children (2008)Interventions Shown to Aid Executive Function Development in Children 4 to 12 Years Old (2011)Activities and Programs That Improve Children’s Executive Functions (2012)Las tecnologías digitales en el entrenamiento de las funciones ejecutivas: una revisión sistemática de literatura (2023)Digital Device Usage and Childhood Cognitive Development: Exploring Effects on Cognitive Abilities (2024)Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review (2024)PESQUISA QUALITATIVA: ESTUDANDO COMO AS COISAS FUNCIONAM (2020)Jogos de tabuleiro contemporâneos como estratégia para estimular as funções executivas em crianças de 7 a 10 anos (2024)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)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)Foundations of Game-Based Learning (2015)Invisible and visible language planning: ideological factors in the family language policy of Chinese immigrant families in Quebec (2009)“Together we are better”: Professional learning networks for teachers (2016)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Professional development and reform in science education: The role of teachers' practical knowledge (2001)Project-Based Learning in Post-Secondary Education – Theory, Practice and Rubber Sling Shots (2006)Perspectives into learning at the workplace (2008)Motivation and strategy use in science: Individual differences and classroom effects (1994)Project-Based Learning (2005)Pedagogical content knowledge in science education: perspectives and potential for progress (2009)Inquiry in science education: International perspectives (2004)Digital Fabrication and ‘Making’ in Education (2013)Technology and mathematics education (2015)Chapter 4: Discourse Analysis, Learning, and Social Practice: A Methodological Study (1998)Time for action: Science education for an alternative future (2003)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)New learning elements of a science of education (2008)Video Games and Embodiment (2008)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)
this work references cited by second hop

References

  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1993Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise1,356 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 2000The new work order: behind the language of the new capitalism691 cited
  • 1992The Unschooled Mind: How Children Think and How Schools Should Teach637 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited

Cited by

  • 2017A Gamificação como Estratégia de Engajamento e Motivação na Educação56 cited
  • 2019Jogos Digitais e Aprimoramento do Controle Inibitório: um Estudo com Crianças do Atendimento Educacional Especializado13 cited
  • 2021Jogos cognitivos na escola: percepção das crianças sobre o aprimoramento das funções executivas3 cited
  • 2018REVISÃO EXPLORATÓRIA DE LITERATURA EM JOGOS DIGITAIS VOLTADOS PARA ESTIMULAÇÃO DO CONTROLE INIBITÓRIO EM CRIANÇAS DO ENSINO FUNDAMENTAL2 cited
  • 2022Intervenções com jogos para o aprimoramento do controle emocional na infância0 cited

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