SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Classroom games and simulations
2 references·7 citing·34 second hop
Classroom games and simulations (1980)Classroom games and simulationsThe guide to simulations-games for education and training. (1980)The guide to simulations-game…Educational Technology (1972)Educational TechnologyGame Jams for Learning and Teaching (2020)Game Jams for Learning and Te…Beyond the “Babel Problem”: Defining Simulations for the Social Studies (2014)Beyond the “Babel Problem”: D…Towards a Framework for Understanding Electronic Educational Gaming (2007)Towards a Framework for Under…THE EFFECT OF SIMULATION-GAMES ENVIRONMENT ON STUDENTS ACHIEVEMENT IN AND ATTITUDES TO MATHEMATICS IN SECONDARY SCHOOLS (2007)THE EFFECT OF SIMULATION-GAME…From e-learning to games-based e-learning: using interactive technologies in teaching an IS course (2007)From e-learning to games-base…Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems (2006)Using Games-Based eLearning T…Teaching Problem Solving Through Computer Simulations (1988)Teaching Problem Solving Thro…Situated Learning: Legitimate Peripheral Participation. (1994)Games, Motivation, and Learning: A Research and Practice Model (2002)Measurement and Analysis of Learner’s Motivation in Game-Based E-Learning (2012)The Effect of Flipped Classroom on Students’ Engagement (2017)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Experience and Education (1986)Flow: the psychology of optimal experience (1990)The Interpretation of Cultures (2017)Communities of practice learning, meaning, and identity (1999)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)Theory of Instruction: Principles and Applications (1982)Academic Work (1983)Handbook of research on teaching (1986)Integrated Learning: Explicit Strategies and Their Role in Problem-Solving Instruction for Students with Learning Disabilities (1993)I.—COMPUTING MACHINERY AND INTELLIGENCE (1950)Rules of Play: Game Design Fundamentals (2003)Computing Machinery and Intelligence (1950) (2004)Role-playing institutional academic integrity policy-making: using researched perspectives to develop pedagogy (2016)Transforming instruction to activity: Roleplay in language assessment (2017)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Can Generation Xers Be Trained (1997)Simulation and Gaming:Introduction to the Art and Science of Design (2003)Making Digital Game-based Learning Work: Domain Knowledge Transparency (2010)Mind in Society: The Development of Higher Psychological Processes (1978)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)What video games have to teach us about learning and literacy (2003)Game jams in general formal education (2021)Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning (2021)Facilitator Influence in Group Support Systems: Intended and Unintended Effects (1998)Assessment in Simulation and Gaming (2009)An Exploratory Taxonomy of Business Games (2013)Self-Confrontation Reviewed: A Conceptualization for Video Playback in Teacher Education (1973)The Effectiveness of Alternative Instructional Media: A Survey (1974)The Physical Environment of the School: A Review of the Research (1979)
this work references cited by second hop

References

  • 1972Educational Technology406 cited
  • 1980The guide to simulations-games for education and training.139 cited

Cited by

  • 2014Beyond the “Babel Problem”: Defining Simulations for the Social Studies91 cited
  • 1988Teaching Problem Solving Through Computer Simulations71 cited
  • 2006Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems61 cited
  • 2020Game Jams for Learning and Teaching60 cited
  • 2007Towards a Framework for Understanding Electronic Educational Gaming54 cited
  • 2007THE EFFECT OF SIMULATION-GAMES ENVIRONMENT ON STUDENTS ACHIEVEMENT IN AND ATTITUDES TO MATHEMATICS IN SECONDARY SCHOOLS50 cited
  • 2007From e-learning to games-based e-learning: using interactive technologies in teaching an IS course50 cited

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