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Computer games to teach hygiene: an evaluation of the e-Bug junior game
9 references·5 citing·43 second hop
Computer games to teach hygiene: an evaluation of the e-Bug junior game (2011)Computer games to teach hygiene: an evalu…An Introduction to the Philosophy of Education (2016)An Introduction to the Philos…Democracy and Education (2015)Democracy and EducationDeveloping e-Bug web games to teach microbiology (2011)Developing e-Bug web games to…Unpacking the potential of educational gaming: A new tool for gaming research (2007)Unpacking the potential of ed…Overview of research on the educational use of video games (2006)Overview of research on the e…Learning with invisible others: Perceptions of online presence and their relationship to cognitive and affective learning (2005)Learning with invisible other…Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Serious games for health promotion in adolescents – a systematic scoping review (2022)Serious games for health prom…Bacterial Survivor: An Interactive Game that Combats Misconceptions about Antibiotic Resistance (2018)Bacterial Survivor: An Intera…Story Immersion May Be Effective in Promoting Diet and Physical Activity in Chinese Children (2017)Story Immersion May Be Effect…Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach (2017)Can Gaming Increase Antibioti…Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters” (2012)Acceptability of an Online He…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)Problem based learning (2003)Digital game-based learning: Towards an experiential gaming model (2005)Video Games and Education: Designing Learning Systems for an Interactive Age. (2008)Microbiology Learning and Education Online (2016)Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Social presence as a predictor of satisfaction within a computer‐mediated conferencing environment (1997)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Multimedia Learning (2002)AN EXPLORATION OF THE RELATIONSHIP BETWEEN INDICATORS OF THE COMMUNITY OF INQUIRY FRAMEWORK AND RETENTION IN ONLINE PROGRAMS (2009)The Evolution and Influence of Social Presence Theory on Online Learning (2010)Web Accessibility Theory and Practice: An Introduction for University Faculty (2010)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Learning (1991)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Improving early reading comprehension using embodied CAI (2009)Review of Research on Computer Games (2011)Simulating REAL LIVES (2012)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Classifying Serious Games (2011)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Serious Games for education and training (2014)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Understanding Attitudes and Predicting Social Behavior (1980)Scoping studies: towards a methodological framework (2005)A Systematic Review of Serious Games for Health Education (2024)Beyond User-Centered Design: Designing Digital Health Technologies for Substance Use Prevention and Treatment in Children and Youth (2025)Some Social Requisites of Democracy: Economic Development and Political Legitimacy (1959)Stories of Experience and Narrative Inquiry (1990)What Is Agency? (1998)Organizational Learning (2004)Teachers’ professional development: a theoretical review (2012)Conceptions of Professional Competence (2014)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)Toward a Taxonomy Linking Game Attributes to Learning (2012)
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References

  • 2015Democracy and Education10,891 cited
  • 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
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2006Overview of research on the educational use of video games341 cited
  • 2016An Introduction to the Philosophy of Education312 cited
  • 2005Learning with invisible others: Perceptions of online presence and their relationship to cognitive and affective learning283 cited
  • 2007Unpacking the potential of educational gaming: A new tool for gaming research127 cited
  • 2011Developing e-Bug web games to teach microbiology77 cited

Cited by

  • 2022Serious games for health promotion in adolescents – a systematic scoping review50 cited
  • 2012Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”42 cited
  • 2017Can Gaming Increase Antibiotic Awareness in Children? A Mixed-Methods Approach33 cited
  • 2017Story Immersion May Be Effective in Promoting Diet and Physical Activity in Chinese Children33 cited
  • 2018Bacterial Survivor: An Interactive Game that Combats Misconceptions about Antibiotic Resistance

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11 cited