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Impasse-driven learning in the context of video games
16 references·3 citing·41 second hop
Impasse-driven learning in the context of video games (2007)Impasse-driven learning in the context of…Schooling and the Acquisition of Knowledge (2017)Schooling and the Acquisition…Self-Regulated Learning and Academic Achievement (2013)Self-Regulated Learning and A…What 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 (2004)What Video Games Have to Teac…A study on thinking strategy between experts and novices of computer games (2003)A study on thinking strategy …Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Reading Abraham Lincoln: An Expert/Expert Study in the Interpretation of Historical Texts (1998)Reading Abraham Lincoln: An E…Quantifying Qualitative Analyses of Verbal Data: A Practical Guide (1997)Quantifying Qualitative Analy…Modeling Individual Differences in Students' Learning Strategies (1995)Modeling Individual Differenc…Video games as cultural artifacts (1994)Video games as cultural artif…Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? (1994)Cognitive socialization by co…Strategy Selection and Metacognition (1993)Strategy Selection and Metaco…Expertise (1992)ExpertiseHistorical problem solving: A study of the cognitive processes used in the evaluation of documentary and pictorial evidence. (1991)Historical problem solving: A…Toward a Theory of Impasse-Driven Learning (1988)Toward a Theory of Impasse-Dr…Schooling and the Acquisition of Knowledge (1978)Schooling and the Acquisition…Understanding Difficulties and Resulting Confusion in Learning: An Integrative Review (2018)Understanding Difficulties an…Digital games and learning: a study of preservice teachers' perceptions (2013)Digital games and learning: a…Interactivity3 Design and Assessment Framework for Educational Games to Promote Motivation and Complex Problem-Solving Skills (2012)Interactivity3 Design and Ass…Human Problem Solving. (1973)Telling more than we can know: Verbal reports on mental processes. (1977)Basic Content Analysis (1990)Mathematics teachers’ “learning to notice” in the context of a video club (2007)Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics (2010)Handbook of Self-Regulation of Learning and Performance (2017)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Judgment under Uncertainty: Heuristics and Biases (1975)What Is an “Expert Student?” (2003)Lateral Reading and the Nature of Expertise: Reading Less and Learning More When Evaluating Digital Information (2017)Categorization and Representation of Physics Problems by Experts and Novices* (1981)Strategies of Discourse Comprehension (1985)Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications (1999)Learning about and learning from expert teachers (2001)Toward a Theory of Teacher Community (2001)Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)21st Century Skills and Competences for New Millennium Learners in OECD Countries (2009)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Play, Dreams And Imitation In Childhood (2013)Motivational processes affecting learning. (1986)An argument for basic emotions (1992)Affective Computing (1997)Two sides of the same coin: video annotations and in-video questions for active learning (2021)Which training method is more effective in earthquake training: Digital game, drill, or traditional training? (2022)Impact of logical thinking skills and digital literacy on Thailand's generation Z accounting students’ internship effectiveness: Role of self-learning capability (2024)Becoming a Self-Regulated Learner: An Overview (2002)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)Investigating Self-Regulation and Motivation: Historical Background, Methodological Developments, and Future Prospects (2008)Emotion knowledge: Further exploration of a prototype approach. (1987)Dual coding theory and education (1991)Constructing inferences during narrative text comprehension. (1994)Structure-mapping: A theoretical framework for analogy (1983)Multimodality and Literacy in School Classrooms (2008)“Multiliteracies”: New Literacies, New Learning (2009)Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis (2013)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Quantifying Qualitative Analyses of Verbal Data: A Practical Guide1,830 cited
  • 1978Schooling and the Acquisition of Knowledge1,475 cited
  • 2013Self-Regulated Learning and Academic Achievement1,349 cited
  • 1991Historical problem solving: A study of the cognitive processes used in the evaluation of documentary and pictorial evidence.1,327 cited
  • 2017Schooling and the Acquisition of Knowledge762 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students742 cited
  • 2004What video games have to teach us about learning and literacy577 cited
  • 1998Reading Abraham Lincoln: An Expert/Expert Study in the Interpretation of Historical Texts456 cited
  • 1988Toward a Theory of Impasse-Driven Learning206 cited
  • 1992Expertise202 cited
  • 1994Video games as cultural artifacts161 cited
  • 1994Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code?126 cited
  • 1995Modeling Individual Differences in Students' Learning Strategies110 cited
  • 1993Strategy Selection and Metacognition

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101 cited
  • 2003A study on thinking strategy between experts and novices of computer games84 cited
  • Cited by

    • 2018Understanding Difficulties and Resulting Confusion in Learning: An Integrative Review375 cited
    • 2012Interactivity3 Design and Assessment Framework for Educational Games to Promote Motivation and Complex Problem-Solving Skills22 cited
    • 2013Digital games and learning: a study of preservice teachers' perceptions22 cited