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Re-purposing existing generic games and simulations for e-learning
16 references·9 citing·39 second hop
Re-purposing existing generic games and simulations for e-learning (2006)Re-purposing existing generic games and s…The Video Game Theory Reader (2013)The Video Game Theory ReaderPlay, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…Participating in Classroom Mathematical Practices (2010)Participating in Classroom Ma…The Ambiguity of Play (2009)The Ambiguity of PlayEngaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…Replaying history: engaging urban underserved students in learning world history through computer simulation games (2004)Replaying history: engaging u…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Participating in Classroom Mathematical Practices (2001)Participating in Classroom Ma…The Ambiguity of Play (2000)The Ambiguity of PlayLife on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Man, Play, and Games. (1963)Man, Play, and Games.Play, Dreams, and Imitation in Childhood (1954)Play, Dreams, and Imitation i…Relationship between learning styles and genres of games (2016)Relationship between learning…Measuring Video Game Engagement Through the Cognitive and Affective Dimensions (2014)Measuring Video Game Engageme…Adding Social Elements to Game-Based Learning (2014)Adding Social Elements to Gam…A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow. (2012)A Framework for Simplifying E…Challenges in the evaluation of educational computer games (2010)Challenges in the evaluation …Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming. (2009)Integration and Deployment of…Digital Games in eLearning Environments (2009)Digital Games in eLearning En…Virtual international business management learning environment for hospitality and destination management: VIRBUS: pedagogical design (2008)Virtual international busines…Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure> (2007)Authoring game-based adaptive…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Mind in Society: The Development of Higher Psychological Processes (1978)What Video Games Have to Teach Us about Learning and Literacy (2004)Strangers and friends (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. 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(1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)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)Unit Operations: An Approach to Videogame Criticism (2006)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)
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References

  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 1984The Art of Computer Game Design919 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2010Participating in Classroom Mathematical Practices476 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2013The Video Game Theory Reader389 cited
  • 1954Play, Dreams, and Imitation in Childhood361 cited
  • 2001Participating in Classroom Mathematical Practices337 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 2000The Ambiguity of Play194 cited
  • 2004Replaying history: engaging urban underserved students in learning world history through computer simulation games

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171 cited

Cited by

  • 2009Digital Games in eLearning Environments97 cited
  • 2009Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming.93 cited
  • 2014Measuring Video Game Engagement Through the Cognitive and Affective Dimensions70 cited
  • 2016Relationship between learning styles and genres of games63 cited
  • 2012A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow.46 cited
  • 2010Challenges in the evaluation of educational computer games43 cited
  • 2007Authoring game-based adaptive units of learning with IMS Learning Design and <e-Adventure>35 cited
  • 2014Adding Social Elements to Game-Based Learning32 cited
  • 2008Virtual international business management learning environment for hospitality and destination management: VIRBUS: pedagogical design0 cited