SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Teaching and Learning with SimCity 2000
3 references·16 citing·50 second hop
Teaching and Learning with SimCity 2000 (1998)Teaching and Learning with SimCity 2000Ground truth: The social implications of geographic information systems (1996)Ground truth: The social impl…Ground truth : the social implications of geographic information systems (1995)Ground truth : the social imp…A Pedagogic Framework to Link GIS to the Intellectual Core of Geography (1995)A Pedagogic Framework to Link…The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education (2022)The Affordances of Minecraft …SimCity in Infrastructure Management Education (2019)SimCity in Infrastructure Man…A Meta-Analysis of Data Collection in Serious Games Research (2015)A Meta-Analysis of Data Colle…Toying with the City? Using the Computer Game SimCity™4 in Planning Education (2013)Toying with the City? Using t…Game-Based Learning (2013)Game-Based LearningDigital educational game value hierarchy from a learners’ perspective (2013)Digital educational game valu…Toward a Taxonomy Linking Game Attributes to Learning (2012)Toward a Taxonomy Linking Gam…Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games (2010)Simulated Sustainable Societi…Learning from SimCity: An empirical study of Turkish adolescents (2009)Learning from SimCity: An emp…Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER (2009)Balancing Play, Meaning and R…Towards a Framework for Understanding Electronic Educational Gaming (2007)Towards a Framework for Under…Third generation educational use of computer games (2007)Third generation educational …Simulating Planning (2007)Simulating PlanningOverview of research on the educational use of video games (2006)Overview of research on the e…Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking (2005)Augmented by Reality: The Ped…Simulation in Education and Training (2003)Simulation in Education and T…Voices of the Mind: A Sociocultural Approach to Mediated Action (1991)Communities of practice learning, meaning, and identity (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)Theoretical View to The Approach of The Edutainment (2015)A Brief History of Serious Games (2016)Experience and Education. (1938)The Death and Life of Great American Cities (1962)Games, Motivation, and Learning: A Research and Practice Model (2002)Unified waste metrics: A gamified tool in next-generation strategic planning (2022)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)An Empirical Test of the Theory of Gamified Learning (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Knowledge and Human Interests (1968)Geographical information science (1992)Internet-Based GIS Mapping in Support of K-12 Education (2005)Using the Technological, Pedagogical, and Content Knowledge Framework to Design Online Learning Environments and Professional Development (2009)The future role of GIS education in creating critical spatial thinkers (2016)Geographic Information Systems (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Learning in Single-Versus Multiplayer Games: The More the Merrier? (2010)Gaming Methods in Engineering Systems Research (2017)Serious games: Quality characteristics evaluation framework and case study (2018)Naturalistic inquiry (1985)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Before Every Child Is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education (2005)Augmented deliberation: Merging physical and virtual interaction to engage communities in urban planning (2010)Augmented Reality as a Navigation Tool to Employment Opportunities for Postsecondary Education Students With Intellectual Disabilities and Autism (2015)Democracy and Education (2015)Diagnostic and Statistical Manual of Mental Disorders. (2000)Diagnostic and Statistical Manual of Mental Disorders (2008)Diagnostic and Statistical Manual of Mental Disorders (2013)The effect of a persuasive social impact game on affective learning and attitude (2014)Are Serious Games a Good Strategy for Pharmacy Education? (2015)Serious games on environmental management (2016)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)Software-sorted geographies (2005)Critical Issues in Participatory GIS: Deconstructions, Reconstructions, and New Research Directions (2006)Volunteered geographic information: future research directions motivated by critical, participatory, and feminist GIS (2008)DECONSTRUCTING THE MAP (1989)A Space for Place in Sociology (2000)Public Participation Geographic Information Systems: A Literature Review and Framework (2006)
this work references cited by second hop

References

  • 1996Ground truth: The social implications of geographic information systems691 cited
  • 1995Ground truth : the social implications of geographic information systems561 cited
  • 1995A Pedagogic Framework to Link GIS to the Intellectual Core of Geography158 cited

Cited by

  • 2012Toward a Taxonomy Linking Game Attributes to Learning393 cited
  • 2006Overview of research on the educational use of video games341 cited
  • 2013Game-Based Learning271 cited
  • 2007Third generation educational use of computer games229 cited
  • 2007Simulating Planning87 cited
  • 2009Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER78 cited
  • 2005Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking65 cited
  • 2013Toying with the City? Using the Computer Game SimCity™4 in Planning Education61 cited
  • 2022The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education57 cited
  • 2007Towards a Framework for Understanding Electronic Educational Gaming54 cited
  • 2013Digital educational game value hierarchy from a learners’ perspective54 cited
  • 2010

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Simulated Sustainable Societies: Students’ Reflections on Creating Future Cities in Computer Games
51 cited
  • 2015A Meta-Analysis of Data Collection in Serious Games Research50 cited
  • 2009Learning from SimCity: An empirical study of Turkish adolescents45 cited
  • 2019SimCity in Infrastructure Management Education42 cited
  • 2003Simulation in Education and Training42 cited