SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Youth and Video Games
16 references·1 citing·44 second hop
Youth and Video Games (2013)Youth and Video GamesOur Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Academic self‐concept and academic achievement: Relations and causal ordering (2010)Academic self‐concept and aca…The Art of Game Design (2008)The Art of Game DesignWhat Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Mindset: the new psychology of success (2006)Mindset: the new psychology o…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Self-Discipline Outdoes IQ in Predicting Academic Performance of Adolescents (2005)Self-Discipline Outdoes IQ in…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Vygotsky's Educational Theory in Cultural Context (2003)Vygotsky's Educational Theory…The Zone of Proximal Development in Vygotsky's Analysis of Learning and Instruction (2003)The Zone of Proximal Developm…School readiness: Integrating cognition and emotion in a neurobiological conceptualization of children's functioning at school entry. (2002)School readiness: Integrating…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Handbook of research design in mathematics and science education (2000)Handbook of research design i…The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation (2015)The Effectiveness of Reason R…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)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)Feeling and thinking: Preferences need no inferences. (1980)The Construct of Resilience: A Critical Evaluation and Guidelines for Future Work (2000)The Role of Goal Orientation in Self-Regulated Learning (2000)Links between behavioral regulation and preschoolers' literacy, vocabulary, and math skills. (2007)Conceptualization, Measurement, and Improvement of Classroom Processes: Standardized Observation Can Leverage Capacity (2009)School Readiness and Self-Regulation: A Developmental Psychobiological Approach (2014)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Statistical Theories of Mental Test Scores (1969)A power primer. (1992)High Self‐Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success (2004)Preschool Program Improves Cognitive Control (2007)Positive education: positive psychology and classroom interventions (2009)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Play and Its Role in the Mental Development of the Child (1967)Mind in Society: The Development of Higher Psychological Processes (1978)Dynamic assessment in the language classroom (2005)Developing the theory of formative assessment (2009)Vygotsky's Zone of Proximal Development: Instructional Implications and Teachers' Professional Development (2010)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The Prosocial Classroom: Teacher Social and Emotional Competence in Relation to Student and Classroom Outcomes (2008)Motivation and social cognitive theory (2019)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Beyond the scientific method: Model‐based inquiry as a new paradigm of preference for school science investigations (2008)Quantitative, Qualitative, and Mixed Research Methods in Engineering Education (2009)Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics (2010)
this work references cited by second hop

References

  • 2006Mindset: the new psychology of success7,803 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2005Self-Discipline Outdoes IQ in Predicting Academic Performance of Adolescents2,251 cited
  • 2008The Art of Game Design1,906 cited
  • 2002School readiness: Integrating cognition and emotion in a neurobiological conceptualization of children's functioning at school entry.1,872 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2000Handbook of research design in mathematics and science education1,122 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2003The Zone of Proximal Development in Vygotsky's Analysis of Learning and Instruction1,055 cited
  • 2003Vygotsky's Educational Theory in Cultural Context997 cited
  • 2010Academic self‐concept and academic achievement: Relations and causal ordering975 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy

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

735 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • Cited by

    • 2015The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation26 cited