SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Video game learning dynamics: Actionable measures of multidimensional learning trajectories
16 references·0 citing·42 second hop
Video game learning dynamics: Actionable measures of multidimensional learning trajectories (2013)Video game learning dynamics: Actionable …Stealth Assessment (2013)Stealth AssessmentThe Knowledge‐Learning‐Instruction Framework: Bridging the Science‐Practice Chasm to Enhance Robust Student Learning (2012)The Knowledge‐Learning‐Instru…Reinventing discovery: the new era of networked science (2012)Reinventing discovery: the ne…Learning Science Through Computer Games and Simulations (2011)Learning Science Through Comp…Different Bodies, Different Minds (2011)Different Bodies, Different M…Serious Games : An Overview (2007)Serious Games : An OverviewWhat 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…Metaphors We Live By (2003)Metaphors We Live ByA BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN (2003)A BRIEF INTRODUCTION TO EVIDE…The Psychology of Contempt - Don Herzog: Poisoning the Minds of the Lower Orders. (Princeton: Princeton University Press, 1998. Pp. 559. $30.00.) (1999)The Psychology of Contempt - …Pragmatics in Analogical Mapping (1996)Pragmatics in Analogical Mapp…Analogical Mapping by Constraint Satisfaction (1989)Analogical Mapping by Constra…Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (1988)Women, Fire, and Dangerous Th…Women, Fire, and Dangerous Things (1987)Women, Fire, and Dangerous Th…Structure‐Mapping: A Theoretical Framework for Analogy* (1983)Structure‐Mapping: A Theoreti…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)Models and Analogies in Science (1965)Features of similarity. (1977)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Metaphor: A Practical Introduction (2002)Cognitive Linguistics (2004)Situated Learning (1991)Multimedia Learning (2002)Toward an Instructionally Oriented Theory of Example‐Based Learning (2013)Conditions for the Effectiveness of Multiple Visual Representations in Enhancing STEM Learning (2016)Towards a Theory of When and How Problem Solving Followed by Instruction Supports Learning (2016)ASPECTS OF THE THEORY OF SYNTAX (1964)Concepts and Conceptual Development: Ecological and Intellectual Factors in Categorization (1989)Constructivist perspectives on science and mathematics learning (1991)Concepts (1998)Conceptualizing Knowledge Creation: A Critique of Nonaka's Theory* (2006)With the Future Behind Them: Convergent Evidence From Aymara Language and Gesture in the Crosslinguistic Comparison of Spatial Construals of Time (2006)Human Problem Solving (1972)Cognition and Categorization (1979)Respects for similarity. (1993)Distributed representations of structure: A theory of analogical access and mapping. (1997)Processing capacity defined by relational complexity: Implications for comparative, developmental, and cognitive psychology (1998)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Qualitative Analysis for Social Scientists (1987)The contemporary theory of metaphor (1993)A Dynamic Theory of Organizational Knowledge Creation (1994)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)Representativeness Revisited: Attribute Substitution in Intuitive Judgment (2002)Core affect and the psychological construction of emotion. (2003)Understanding and Validity in Qualitative Research (1992)
this work references cited by second hop

References

  • 2003Metaphors We Live By25,220 cited
  • 1987Women, Fire, and Dangerous Things12,688 cited
  • 1988Women, Fire, and Dangerous Things: What Categories Reveal about the Mind7,367 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
  • 1983Structure‐Mapping: A Theoretical Framework for Analogy*5,058 cited
  • 1989Analogical Mapping by Constraint Satisfaction1,289 cited
  • 2011Different Bodies, Different Minds1,178 cited
  • 2007Serious Games : An Overview946 cited
  • 2012The Knowledge‐Learning‐Instruction Framework: Bridging the Science‐Practice Chasm to Enhance Robust Student Learning771 cited
  • 2012Reinventing discovery: the new era of networked science645 cited
  • 2003A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN511 cited
  • 2013Stealth Assessment406 cited
  • 1999The Psychology of Contempt - Don Herzog: Poisoning the Minds of the Lower Orders. (Princeton: Princeton University Press, 1998. Pp. 559. $30.00.)301 cited
  • 1996Pragmatics in Analogical Mapping196 cited
  • 2011

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

Learning Science Through Computer Games and Simulations
163 cited

Cited by

No citing works inside the corpus for this window.