SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Disciplinary integration of digital games for science learning
16 references·14 citing·36 second hop
Disciplinary integration of digital games for science learning (2015)Disciplinary integration of digital games…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Taking science to school: learning and teaching science in grades K-8 (2008)Taking science to school: lea…Handbook of Child Psychology (2007)Handbook of Child PsychologyThe Cambridge handbook of multimedia learning (2006)The Cambridge handbook of mul…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Multimedia Learning (2002)Multimedia LearningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Social Linguistics And Literacies: Ideology in Discourse (1996)Social Linguistics And Litera…The Mangle of Practice (1995)The Mangle of PracticeSocial linguistics and literacies : Ideology in discourses. By James Paul Gee. London: Falmer Press, 1991. Pp. xxi. 203. (1993)Social linguistics and litera…Force concept inventory (1992)Force concept inventoryFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Review of research in education (1973)Review of research in educati…A Handbook of Child Psychology (1932)A Handbook of Child PsychologyMedia Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Media Education through Digit…Engineering practices as a framework for STEM education: a proposal based on epistemic nuances (2021)Engineering practices as a fr…Initial implementation of active learning strategies in large, lecture STEM courses: lessons learned from a multi-institutional, interdisciplinary STEM faculty development program (2020)Initial implementation of act…Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research (2020)Defining Digital Game-Based L…A Framework for Epistemological Discussion on Integrated STEM Education (2020)A Framework for Epistemologic…The STEM Faculty Instructional Barriers and Identity Survey (FIBIS): development and exploratory results (2019)The STEM Faculty Instructiona…Supports: A Key Factor in Faculty Implementation of Evidence-Based Teaching (2019)Supports: A Key Factor in Fac…Perceived supports and evidence-based teaching in college STEM (2019)Perceived supports and eviden…Designing Educational Video Games to Be Objects-to-Think-With (2018)Designing Educational Video G…Beliefs about learning and enacted instructional practices: An investigation in postsecondary chemistry education (2018)Beliefs about learning and en…Assessing the STEM landscape: the current instructional climate survey and the evidence-based instructional practices adoption scale (2017)Assessing the STEM landscape:…Engineering design in the primary school: applying stem concepts to build an optical instrument (2016)Engineering design in the pri…Seriously Considering Design in Educational Games (2015)Seriously Considering Design …Learning to Deflect: Conceptual Change in Physics During Digital Game Play (2015)Learning to Deflect: Conceptu…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)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)Generative Processes of Comprehension (1989)Cognition and instruction: Their historic meeting within educational psychology. (1992)Working Memory (1992)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Cognitive Theory of Multimedia Learning (2014)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)Expectancy–Value Theory of Achievement Motivation (2000)The Construct of Resilience: A Critical Evaluation and Guidelines for Future Work (2000)Handbook of Positive Psychology (2001)Peer Instruction: Ten years of experience and results (2001)Where's the evidence that active learning works? (2006)The Flipped Classroom: A Survey of the Research (2020)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Developing a Sociocritical Literacy in the Third Space (2008)Rethinking Critical Theory and Qualitative Research (2011)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Determinants of Parenting: A Process Model (1984)Beyond Big and Little: The Four C Model of Creativity (2009)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Problems of Reliability and Validity in Ethnographic Research (1982)Economic Deprivation and Early Childhood Development (1994)Whose culture has capital? A critical race theory discussion of community cultural wealth (2005)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1932A Handbook of Child Psychology10,101 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2002Multimedia Learning7,764 cited
  • 1973Review of research in education7,699 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1996Social Linguistics And Literacies: Ideology in Discourse4,320 cited
  • 2007Handbook of Child Psychology3,845 cited
  • 1992Force concept inventory3,233 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1993Social linguistics and literacies : Ideology in discourses. By James Paul Gee. London: Falmer Press, 1991. Pp. xxi. 203.2,946 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 1995The Mangle of Practice2,743 cited
  • 2008Taking science to school: learning and teaching science in grades K-82,480 cited
  • 2006The Cambridge handbook of multimedia learning

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

2,313 cited

Cited by

  • 2020A Framework for Epistemological Discussion on Integrated STEM Education129 cited
  • 2020Initial implementation of active learning strategies in large, lecture STEM courses: lessons learned from a multi-institutional, interdisciplinary STEM faculty development program109 cited
  • 2016Engineering design in the primary school: applying stem concepts to build an optical instrument101 cited
  • 2018Beliefs about learning and enacted instructional practices: An investigation in postsecondary chemistry education89 cited
  • 2019The STEM Faculty Instructional Barriers and Identity Survey (FIBIS): development and exploratory results87 cited
  • 2019Perceived supports and evidence-based teaching in college STEM79 cited
  • 2018Designing Educational Video Games to Be Objects-to-Think-With70 cited
  • 2021Engineering practices as a framework for STEM education: a proposal based on epistemic nuances70 cited
  • 2017Assessing the STEM landscape: the current instructional climate survey and the evidence-based instructional practices adoption scale69 cited
  • 2019Supports: A Key Factor in Faculty Implementation of Evidence-Based Teaching63 cited
  • 2020Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research52 cited
  • 2015Learning to Deflect: Conceptual Change in Physics During Digital Game Play44 cited
  • 2015Seriously Considering Design in Educational Games40 cited
  • 2023Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance38 cited