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Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
16 references·16 citing·34 second hopsampled
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education (2009)Transformational Play as a Curricular Sca…Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Mad City Mystery: Developing …From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…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…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The situativity of knowing, learning, and research. (1998)The situativity of knowing, l…Transfer on trial: Intelligence, cognition, and instruction (1994)Transfer on trial: Intelligen…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Transfer on Trial: Intelligence, Cognition and Instruction (1993)Transfer on Trial: Intelligen…ThinkerTools: Causal Models, Conceptual Change, and Science Education (1993)ThinkerTools: Causal Models, …A survey of the nature and extent of bullying in junior/middle and secondary schools (1993)A survey of the nature and ex…Situated Learning (1991)Situated LearningThe culture of acquisition and the practice of understanding (1990)The culture of acquisition an…From Ritual to Theatre: The Human Seriousness of Play (1983)From Ritual to Theatre: The H…From ritual to theatre : the human seriousness of play (1982)From ritual to theatre : the …Analogical problem solving (1980)Analogical problem solvingImpact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Impact of serious games on sc…An empirical study on gender, video game play, academic success and complex problem solving skills (2018)An empirical study on gender,…The Effect of Computer Game-Based Learning on FL Vocabulary Transferability (2017)The Effect of Computer Game-B…Effectiveness of Computer-Based Scaffolding in the Context of Problem-Based Learning for Stem Education: Bayesian Meta-analysis (2017)Effectiveness of Computer-Bas…Using gameplay data to examine learning behavior patterns in a serious game (2016)Using gameplay data to examin…Learning science content through socio-scientific issues-based instruction: a multi-level assessment study (2016)Learning science content thro…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…Teachers: technology, change and resistance (2015)Teachers: technology, change …Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration (2015)Integrating cluster and seque…Effects of Small-Group Learning on Transfer: a Meta-Analysis (2014)Effects of Small-Group Learni…Gaming science: the “Gamification” of scientific thinking (2013)Gaming science: the “Gamifica…Changing Assessment — Towards a New Assessment Paradigm Using ICT (2013)Changing Assessment — Towards…Assessment in Game-Based Learning (2012)Assessment in Game-Based Lear…Problem solving and collaboration using mobile serious games (2011)Problem solving and collabora…Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)Exploring the behavioral patt…Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States (2011)Exploring Newtonian mechanics…Aggression in the schools : bullies and whipping boys (1978)Peer relations and later personal adjustment: Are low-accepted children at risk? (1987)Power, approach, and inhibition. (2003)Involvement in traditional and electronic bullying among adolescents. (2007)Bullying victimization in youths and mental health problems: ‘Much ado about nothing’? (2009)The Development and Treatment of Childhood Aggression (2013)Context theory of classification learning. (1978)Toward a model of text comprehension and production. (1978)Cognition and Categorization (1979)Schema induction and analogical transfer (1983)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Problem-Based Learning: What and How Do Students Learn? (2004)Situated Cognition and the Culture of Learning (1989)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)The Reflective Practitioner: How Professionals Think in Action (1985)Communities of practice learning, meaning, and identity (1999)Re-Embedding Situatedness: The Importance of Power Relations in Learning Theory (2003)On the Nature of “Context” in Chemical Education (2006)Learning identity: the joint emergence of social identification and academic learning (2007)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Performing Autoethnography: An Embodied Methodological Praxis (2001)Can Consumers Escape the Market? Emancipatory Illuminations from Burning Man (2002)Cultural Pragmatics: Social Performance between Ritual and Strategy (2004)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)My Life as a Night Elf Priest (2010)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 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
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1980Analogical problem solving2,552 cited
  • 1983From Ritual to Theatre: The Human Seriousness of Play2,120 cited
  • 1982From ritual to theatre : the human seriousness of play1,707 cited
  • 1998The situativity of knowing, learning, and research.1,617 cited
  • 1993A survey of the nature and extent of bullying in junior/middle and secondary schools1,287 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 1990The culture of acquisition and the practice of understanding978 cited
  • 1994Transfer on trial: Intelligence, cognition, and instruction637 cited
  • 2007Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers563 cited
  • 1993Transfer on Trial: Intelligence, Cognition and Instruction498 cited

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  • 1993ThinkerTools: Causal Models, Conceptual Change, and Science Education492 cited
  • Cited by

    • 2011Problem solving and collaboration using mobile serious games240 cited
    • 2016Gamification and Multimedia for Medical Education: A Landscape Review222 cited
    • 2012Assessment in Game-Based Learning221 cited
    • 2013Gaming science: the “Gamification” of scientific thinking219 cited
    • 2017Effectiveness of Computer-Based Scaffolding in the Context of Problem-Based Learning for Stem Education: Bayesian Meta-analysis219 cited
    • 2013Changing Assessment — Towards a New Assessment Paradigm Using ICT187 cited
    • 2015Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration181 cited
    • 2011Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States178 cited
    • 2016Learning science content through socio-scientific issues-based instruction: a multi-level assessment study159 cited
    • 2011Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)151 cited
    • 2014Effects of Small-Group Learning on Transfer: a Meta-Analysis140 cited
    • 2019Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis126 cited
    • 2015Teachers: technology, change and resistance112 cited
    • 2018An empirical study on gender, video game play, academic success and complex problem solving skills101 cited
    • 2016Using gameplay data to examine learning behavior patterns in a serious game98 cited
    • 2017The Effect of Computer Game-Based Learning on FL Vocabulary Transferability93 cited