SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Students as designers and creators of educational computer games: Who else?
2 references·16 citing·53 second hop
Students as designers and creators of educational computer games: Who else? (2008)Students as designers and creators of edu…The Cambridge handbook of multimedia learning (2006)The Cambridge handbook of mul…Multimedia Learning in Games, Simulations, and Microworlds (2005)Multimedia Learning in Games,…Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Media Education through Digit…Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis (2021)Effects of Game-Based Learnin…Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns (2021)Effects of a concept mapping-…The effect of educational digital games on education, motivation and attitudes of elementary school students against course access (2020)The effect of educational dig…The Co-Creative approach to digital simulation games in social science education (2020)The Co-Creative approach to d…Game-based learning pedagogy: a review of the literature (2019)Game-based learning pedagogy:…Using games to raise awareness: How to co-design serious mini-games? (2017)Using games to raise awarenes…Participatory methodologies to promote student engagement in the development of educational digital games (2017)Participatory methodologies t…Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity (2017)Customizing scaffolds for gam…Learning problem-solving through making games at the game design and learning summer program (2014)Learning problem-solving thro…Implementing a Game for Supporting Learning in Mathematics. (2014)Implementing a Game for Suppo…The Place of Game-Based Learning in an Age of Austerity. (2012)The Place of Game-Based Learn…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…The values of college students in business simulation game: A means-end chain approach (2011)The values of college student…Influence of Game Quests on Pupils ’ Enjoyment and Goal-pursuing in Math Learning (2010)Influence of Game Quests on P…A case study of educational game design by kids and for kids (2010)A case study of educational g…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Computer game design: Opportunities for successful learning (2008)A case study of the in-class use of a video game for teaching high school history (2010)Teaching the Relevance of Game-based Learning to Preschool and Primary Teachers (2014)Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance (2016)Digital card games in education: A ten year systematic review (2017)Multimedia Learning (2002)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Selecting learning tasks: Effects of adaptation and shared control on learning efficiency and task involvement (2008)Static and animated presentations in learning dynamic mechanical systems (2008)Design factors for educationally effective animations and simulations (2009)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Situated Learning: Legitimate Peripheral Participation. (1994)Users of the world, unite! The challenges and opportunities of Social Media (2009)The future of 'serious games' in accounting education: A Delphi study (2018)Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Case Study Research: Design and Methods (1984)Yin, Robert K., Case Study Research: Design and Methods, 2nd ed. Newbury Park, CA: Sage, 1994. (1994)Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by Design(tm) Into Practice (2003)Developing students’ digital competences through collaborative game design (2021)The effect of educational game design process on students’ creativity (2022)An attributional theory of achievement motivation and emotion. (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Factors Affecting Students’ Attitude toward Mathematics: A Structural Equation Modeling Approach (2017)Influence of online computer games on the academic achievement of nontraditional undergraduate students (2018)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A meta‐analysis of research on digital game‐based science learning (2020)Examining the characteristics of game-based learning: A content analysis and design framework (2020)Improving student creativity through digital technology products: A literature review (2022)Games, Motivation, and Learning: A Research and Practice Model (2002)A systematic literature review of empirical evidence on computer games and serious games (2012)Game-based Learning and 21st century skills: A review of recent research (2016)Comparing Traditional Teaching and Game-Based Learning Using Teacher-Authored Games on Computer Science Education (2021)Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education (2022)A Coefficient of Agreement for Nominal Scales (1960)Forming inferences about some intraclass correlation coefficients. (1996)Assessing heterogeneity in meta-analysis: Q statistic or I² index? (2006)Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis (2022)Developing critical thinking skills through gamification (2023)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Experiential Learning : Experience as the Source of Learning and Development (1983)Effects of a Two-Tier Test Strategy on Students’ Digital Game-Based Learning Performances and Flow Experience in Environmental Education (2022)The effects of dynamic and static feedback under tasks with different difficulty levels in digital game-based learning (2023)The Impact of a Digital Game-Based AI Chatbot on Students’ Academic Performance, Higher-Order Thinking, and Behavioral Patterns in an Information Technology Curriculum (2024)Interactive Multimodal Learning Environments (2007)Cognitive Theory of Multimedia Learning (2014)Cognitive Architecture and Instructional Design: 20 Years Later (2019)
this work references cited by second hop

References

  • 2006The Cambridge handbook of multimedia learning2,313 cited
  • 2005Multimedia Learning in Games, Simulations, and Microworlds205 cited

Cited by

  • 2021Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis153 cited
  • 2019Game-based learning pedagogy: a review of the literature144 cited
  • 2017Customizing scaffolds for game-based learning in physics: Impacts on knowledge acquisition and game design creativity119 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2021Effects of a concept mapping-based two-tier test strategy on students’ digital game-based learning performances and behavioral patterns104 cited
  • 2012The Place of Game-Based Learning in an Age of Austerity.94 cited
  • 2010Influence of Game Quests on Pupils ’ Enjoyment and Goal-pursuing in Math Learning87 cited
  • 2010A case study of educational game design by kids and for kids85 cited
  • 2017Participatory methodologies to promote student engagement in the development of educational digital games81 cited
  • 2014Learning problem-solving through making games at the game design and learning summer program81 cited
  • 2017Using games to raise awareness: How to co-design serious mini-games?74 cited
  • 2020The Co-Creative approach to digital simulation games in social science education

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

67 cited
  • 2011The values of college students in business simulation game: A means-end chain approach60 cited
  • 2014Implementing a Game for Supporting Learning in Mathematics.52 cited
  • 2020The effect of educational digital games on education, motivation and attitudes of elementary school students against course access49 cited
  • 2023Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance38 cited