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The importance and use of targeted content knowledge with scaffolding aid in educational simulation games
16 references·1 citing·40 second hop
The importance and use of targeted content knowledge with scaffolding aid in educational simulation games (2012)The importance and use of targeted conten…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…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…Gender inclusive game design : expanding the market (2004)Gender inclusive game design …\nA simple classification model for debriefing simulation games (2004)\nA simple classification mod…KM QUEST: A collaborative Internet-based simulation game (2003)KM QUEST: A collaborative Int…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Scaffolding student learning: Instructional approaches and issues. (1997)Scaffolding student learning:…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The role of knowledge in discourse comprehension: A construction-integration model. (1988)The role of knowledge in disc…The ontogenesis of speech acts (1975)The ontogenesis of speech actsAn Investigation of Game-Embedded Handheld Devices to Enhance English Learning (2015)An Investigation of Game-Embe…ASPECTS OF THE THEORY OF SYNTAX (1964)Speech Acts (1969)How To Do Things With Words (1975)The Acquisition of Performatives Prior to Speech. (1975)Coordinating Attention to People and Objects in Mother-Infant and Peer-Infant Interaction (1984)Taking the intentional stance at 12 months of age (1995)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)Mind in Society: The Development of Higher Psychological Processes (1978)Case Study Research: Design and Methods (1984)Handbook of Qualitative Research (1994)Game-Based Learning: Latest Evidence and Future Directions (2013)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Effects of game‐based learning on students' mathematics achievement: A meta‐analysis (2019)Toward a model of text comprehension and production. (1978)Feeling and thinking: Preferences need no inferences. (1980)Strategies of Discourse Comprehension (1985)Constructing inferences during narrative text comprehension. (1994)Long-term working memory. (1995)Grounding language in action (2002)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1988The role of knowledge in discourse comprehension: A construction-integration model.4,374 cited
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  • 1975The ontogenesis of speech acts1,480 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 1997Scaffolding student learning: Instructional approaches and issues.486 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2004\nA simple classification model for debriefing simulation games233 cited
  • 2004Gender inclusive game design : expanding the market168 cited

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  • 2003KM QUEST: A collaborative Internet-based simulation game125 cited
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    • 2015An Investigation of Game-Embedded Handheld Devices to Enhance English Learning35 cited