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Sustainability Learning through Gaming: An Exploratory Study.
14 references·7 citing·45 second hop
Sustainability Learning through Gaming: An Exploratory Study. (2012)Sustainability Learning through Gaming: A…Enter the Triple Bottom Line (2013)Enter the Triple Bottom LineThinking in Systems (2012)Thinking in SystemsDevelopmental Evaluation: Applying Complexity Concepts to Enhance Innovation and Use (2010)Developmental Evaluation: App…Achieving transformative sustainability learning: engaging head, hands and heart (2008)Achieving transformative sust…Pedagogy in Commercial Video Games (2006)Pedagogy in Commercial Video …Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability (2006)Games by which to learn and t…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Engaging People in Sustainability (2004)Engaging People in Sustainabi…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Cannibals with forks: the triple bottom line of 21st century business (1999)Cannibals with forks: the tri…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…Grammatical Man: Information, Entropy, Language and Life (1982)Grammatical Man: Information,…On the Importance of Contextualizing an Educational Escape Room Activity (2024)On the Importance of Contextu…Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers (2021)Using a Cooperative Education…Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy (2020)Promoting Sustainable Behavio…Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression (2020)Game-based brain training for…Enhancing student engagement in business sustainability through games (2018)Enhancing student engagement …Approaching Sustainability Learning Via Digital Serious Games (2018)Approaching Sustainability Le…USING GAMES IN THE LIBRARY TO CREATE A MORE SUSTAINABLE WORLD (2014)USING GAMES IN THE LIBRARY TO…The black swan: the impact of the highly improbable (2007)A Systematic Review of Theory-Driven Evaluation Practice From 1990 to 2009 (2010)Program evaluation models and related theories: AMEE Guide No. 67 (2012)Conducting Educational Design Research (2018)Utilization-Focused Evaluation (2018)Diffusion of Innovations 1 (2019)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(2016)Conceptualizing the circular economy: An analysis of 114 definitions (2017)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Systems Science Methods in Public Health: Dynamics, Networks, and Agents (2012)A Definition of Systems Thinking: A Systems Approach (2015)Circular economy in construction: current awareness, challenges and enablers (2017)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)Business cases for sustainability: the role of business model innovation for corporate sustainability (2012)Quantitative models for sustainable supply chain management: Developments and directions (2013)A Stakeholder Theory Perspective on Business Models: Value Creation for Sustainability (2019)
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References

  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 1999Cannibals with forks: the triple bottom line of 21st century business9,014 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2010Developmental Evaluation: Applying Complexity Concepts to Enhance Innovation and Use1,740 cited
  • 2012Thinking in Systems1,372 cited
  • 2013Enter the Triple Bottom Line949 cited
  • 2008Achieving transformative sustainability learning: engaging head, hands and heart929 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 2006Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability258 cited
  • 1982Grammatical Man: Information, Entropy, Language and Life231 cited
  • 2004Engaging People in Sustainability230 cited
  • 2006Pedagogy in Commercial Video Games81 cited

Cited by

  • 2020

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Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression
68 cited
  • 2020Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean Literacy42 cited
  • 2018Enhancing student engagement in business sustainability through games38 cited
  • 2018Approaching Sustainability Learning Via Digital Serious Games35 cited
  • 2021Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers34 cited
  • 2024On the Importance of Contextualizing an Educational Escape Room Activity2 cited
  • 2014USING GAMES IN THE LIBRARY TO CREATE A MORE SUSTAINABLE WORLD0 cited