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Level up Learning: A National Survey on Teaching with Digital Games.
16 references·16 citing·47 second hopsampled
Level up Learning: A National Survey on Teaching with Digital Games. (2014)Level up Learning: A National Survey on T…The benefits of playing video games. (2013)The benefits of playing video…More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)More Than Just Fun and Games:…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Learning, Attentional Control, and Action Video Games (2012)Learning, Attentional Control…Learning science through computer games and simulations (2012)Learning science through comp…Origins of Serious Games (2011)Origins of Serious GamesScientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…Interactive whiteboards: boon or bandwagon? A critical review of the literature (2005)Interactive whiteboards: boon…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Video Games in Education (2003)Video Games in EducationAcademic Emotions in Students' Self-Regulated Learning and Achievement: A Program of Qualitative and Quantitative Research (2002)Academic Emotions in Students…High Access and Low Use of Technologies in High School Classrooms: Explaining an Apparent Paradox (2001)High Access and Low Use of Te…The Culture of Education (1996)The Culture of EducationSerious games for environmental education (2023)Serious games for environment…Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers (2022)Teaching with digital games: …Principles for Advancing Game-Based Learning in Teacher Education (2020)Principles for Advancing Game…Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning (2019)Games people (don’t) play: An…Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations (2019)Digital Games as a Context fo…The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning (2018)The effects of an online prof…Failing up: How failure in a game environment promotes learning through discourse (2018)Failing up: How failure in a …Can cooperative video games encourage social and motivational inclusion of at‐risk students? (2018)Can cooperative video games e…The Role of the Teacher in Game-Based Learning: A Review and Outlook (2017)The Role of the Teacher in Ga…Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play (2017)Digital games-based learning …The influence of TPACK contextual factors on early childhood educators’ tablet computer use (2016)The influence of TPACK contex…The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom (2016)The Effects of Game Design Ex…Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning (2016)Pre-Service Teacher Training …Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning Within K-12 Classrooms Through Professional Learning Groups (2016)Integrating Game-Based Learni…Game Learning Analytics: Learning Analytics for Serious Games (2016)Game Learning Analytics: Lear…Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games (2016)Anthropomorphized Helpers Und…Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)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)Identifying discriminating variables between teachers who fully integrate computers and teachers with limited integration (2008)Factors affecting technology integration in K-12 classrooms: a path model (2009)Teacher value beliefs associated with using technology: Addressing professional and student needs (2010)Diffusion of Innovations (2012)American Economic Review (2019)Diffusion of Innovations 1 (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)An attributional theory of achievement motivation and emotion. (1985)Mood and the use of scripts: Does a happy mood really lead to mindlessness? (1996)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice (2006)Measuring emotions in students’ learning and performance: The Achievement Emotions Questionnaire (AEQ) (2010)The Biological Foundations of Language (1967)Flow: the psychology of optimal experience (1990)The role of deliberate practice in the acquisition of expert performance. (1993)Enhancing Cognition with Video Games: A Multiple Game Training Study (2013)Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning (2017)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)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)Biological processes in prevention and intervention: The promotion of self-regulation as a means of preventing school failure (2008)Conceptualization, Measurement, and Improvement of Classroom Processes: Standardized Observation Can Leverage Capacity (2009)Teacher Technology Change (2010)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1996The Culture of Education6,227 cited
  • 2002Academic Emotions in Students' Self-Regulated Learning and Achievement: A Program of Qualitative and Quantitative Research3,926 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2001High Access and Low Use of Technologies in High School Classrooms: Explaining an Apparent Paradox1,232 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2003Video Games in Education711 cited
  • 2012Learning, Attentional Control, and Action Video Games683 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2005Interactive whiteboards: boon or bandwagon? A critical review of the literature518 cited
  • 2011Origins of Serious Games420 cited
  • 2012Learning science through computer games and simulations

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401 cited
  • 2013More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades327 cited
  • Cited by

    • 2016Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games245 cited
    • 2016Game Learning Analytics: Learning Analytics for Serious Games140 cited
    • 2016The influence of TPACK contextual factors on early childhood educators’ tablet computer use119 cited
    • 2023Serious games for environmental education106 cited
    • 2017Digital games-based learning for children with dyslexia: A social constructivist perspective on engagement and learning during group game-play104 cited
    • 2017The Role of the Teacher in Game-Based Learning: A Review and Outlook95 cited
    • 2019Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations95 cited
    • 2019Games people (don’t) play: An analysis of pre-service EFL teachers’ behaviors and beliefs regarding digital game-based language learning90 cited
    • 2020Principles for Advancing Game-Based Learning in Teacher Education85 cited
    • 2018The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning84 cited
    • 2016The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom75 cited
    • 2018Can cooperative video games encourage social and motivational inclusion of at‐risk students?70 cited
    • 2018Failing up: How failure in a game environment promotes learning through discourse67 cited
    • 2016Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning55 cited
    • 2022Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers55 cited
    • 2016Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning Within K-12 Classrooms Through Professional Learning Groups51 cited