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Serious gaming for experiential learning
11 references·1 citing·32 second hop
Serious gaming for experiential learning (2011)Serious gaming for experiential learningSerious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2002)Virtual Worlds: A First-Hand …Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)Virtual Worlds: A First-Hand …Synthetic Cultures: Intercultural Learning Through Simulation Games (1999)Synthetic Cultures: Intercult…Virtual Science Museums as Learning Environments: Interaction for Education. (1998)Virtual Science Museums as Le…Experience and Education (1986)Experience and EducationExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Crisis in the Classroom (1976)Crisis in the ClassroomOn Knowing: Essays for the Left Hand (1963)On Knowing: Essays for the Le…On Knowing (1962)On KnowingExperience and Education. (1938)Experience and Education.Serious Games and Experiential Learning: Options for Engineering Education (2023)Serious Games and Experientia…Systems Competition and Network Effects (1994)Information Rules: A Strategic Guide to the Network Economy (1999)Income and Happiness: Towards a Unified Theory (2001)The Labor of Fun (2005)The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage (2006)Massively Multiplayer Online Gaming as a Constellation of Literacy Practices (2007)Culture's Consequences: International Differences in Work-Related Values (1981)Culture's Consequences: International Differences in Work-Related Values. (1983)Cultures and Organizations: Software of the Mind. (1993)Intercultural Simulation Games: A Review (of the United States and Beyond) (2010)Instructional methods and languages in class: A comparison of two teaching approaches and two teaching languages in the field of intercultural learning (2016)The Cambridge Handbook of Intercultural Training (2020)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Toward a Theory of Intrinsically Motivating Instruction* (1981)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Why Teachers Adopt a Controlling Motivating Style Toward Students and How They Can Become More Autonomy Supportive (2009)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)The Concept and Measurement of the Quality of School Life (1976)The social development model: An integrated approach to delinquency prevention (1985)Turning “play” into “work” and “work” into “play” (2000)Qualitative Analysis for Social Scientists (1987)Students' Need for Belonging in the School Community (2000)Of Mods and Modders (2007)On the Importance of Self-Determination for Intrinsically-Motivated Behavior (1978)Rewriting the Language of Creativity: The Five A's Framework (2012)The Significance of Autonomy and Autonomy Support in Psychological Development and Psychopathology (2015)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1986Experience and Education13,444 cited
  • 1938Experience and Education.6,904 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 1963On Knowing: Essays for the Left Hand756 cited
  • 1976Crisis in the Classroom535 cited
  • 2002Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier395 cited
  • 2001Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier306 cited
  • 1962On Knowing280 cited
  • 1999Synthetic Cultures: Intercultural Learning Through Simulation Games105 cited
  • 1998Virtual Science Museums as Learning Environments: Interaction for Education.14 cited

Cited by

  • 2023Serious Games and Experiential Learning: Options for Engineering Education34 cited

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