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Digital Simulation Games for Social Studies Classrooms
11 references·2 citing·52 second hop
Digital Simulation Games for Social Studies Classrooms (2010)Digital Simulation Games for Social Studi…Aptitude, Learning, and Instruction (2021)Aptitude, Learning, and Instr…What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games (2008)What Hinders Teachers in Usin…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…Digital Games in Education (2007)Digital Games in EducationThe Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2006)The Impact of Student Self-ef…Online vocabulary games as a tool for teaching and learning English vocabulary (2006)Online vocabulary games as a …AT Attention: Integrating Accessibility Awareness and Computer-Related Assistive Technologies in Teacher Preparation Programs (2003)AT Attention: Integrating Acc…Knowledge structures and the acquisition of a complex skill. (2001)Knowledge structures and the …The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Constructivism and Instructional Design (1991)Constructivism and Instructio…Classroom games and simulations (1980)Classroom games and simulatio…Video Games and Learning (2022)Video Games and LearningModifying Board Games in Alignment with State Standards to Develop the Geographic Literacy of Elementary Level Learners (2022)Modifying Board Games in Alig…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. 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(1980)Teaching Problem Solving Through Computer Simulations (1988)Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems (2006)Beyond the “Babel Problem”: Defining Simulations for the Social Studies (2014)Toward a Theory of Intrinsically Motivating Instruction* (1981)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Theory of Instruction: Principles and Applications (1982)Teachers’ instructional perspectives and use of educational software (2001)What influences college students to continue using business simulation games? 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this work references cited by second hop

References

  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2007Digital Games in Education607 cited
  • 2021Aptitude, Learning, and Instruction555 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 1991Constructivism and Instructional Design426 cited
  • 2006The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment332 cited
  • 2006Online vocabulary games as a tool for teaching and learning English vocabulary278 cited
  • 2001Knowledge structures and the acquisition of a complex skill.217 cited
  • 2008What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games205 cited
  • 1980Classroom games and simulations105 cited
  • 2003AT Attention: Integrating Accessibility Awareness and Computer-Related Assistive Technologies in Teacher Preparation Programs2 cited

Cited by

  • 2022Video Games and Learning24 cited
  • 2022Modifying Board Games in Alignment with State Standards to Develop the Geographic Literacy of Elementary Level Learners2 cited

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