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Teacher Perceptions of Games in Singapore Schools
16 references·12 citing·41 second hop
Teacher Perceptions of Games in Singapore Schools (2011)Teacher Perceptions of Games in Singapore…Digital Game-Based Learning (2020)Digital Game-Based LearningSerious Games, Debriefing, and Simulation/Gaming as a Discipline (2010)Serious Games, Debriefing, an…VIDEOGAMES AND EDUCATION (2009)VIDEOGAMES AND EDUCATIONUsing a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem (2009)Using a games console in the …Promoting Social and Emotional Learning With Games (2009)Promoting Social and Emotiona…Video Game Effects—Confirmed, Suspected, and Speculative (2008)Video Game Effects—Confirmed,…Relationships Between Game Attributes and Learning Outcomes (2008)Relationships Between Game At…Business Simulations and Cognitive Learning (2008)Business Simulations and Cogn…Digital Games in Education (2007)Digital Games in EducationGames And Simulations in Online Learning: Research and Development Frameworks (2006)Games And Simulations in Onli…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Report on the educational use of games (2002)Report on the educational use…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Practice of Social Research (1989)The Practice of Social Resear…Beyond boredom and anxiety (1975)Beyond boredom and anxietyPre-service teachers’ perceptions of adopting digital games in education: A mixed methods investigation (2022)Pre-service teachers’ percept…Factors contributing to teachers’ acceptance intention of gamified learning tools in secondary schools: An exploratory study (2021)Factors contributing to teach…A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude (2021)A Conceptual Model of Analogu…The Integration of Digital Game-Based Learning into the Instruction: Teachers’ Perceptions at Different Career Stages (2020)The Integration of Digital Ga…Principles for Advancing Game-Based Learning in Teacher Education (2020)Principles for Advancing Game…Why use board games in leisure-time centres? Prominent staff discourses and described subject positions when playing with children (2018)Why use board games in leisur…The Role of the Teacher in Game-Based Learning: A Review and Outlook (2017)The Role of the Teacher in Ga…The effectiveness of a math game: The impact of integrating conceptual clarification as support (2016)The effectiveness of a math g…Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning (2016)Pre-Service Teacher Training …Games in schools: teachers’ perceptions of barriers to game-based learning (2016)Games in schools: teachers’ p…Identifying the Barriers to Games and Simulations in Education (2015)Identifying the Barriers to G…Developing and assessing teachers’ knowledge of game-based learning (2015)Developing and assessing teac…What Video Games Have to Teach Us about Learning and Literacy (2004)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)Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)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)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Social Learning Theory. (1978)A Revision of Bloom's Taxonomy: An Overview (2002)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Toward a Taxonomy Linking Game Attributes to Learning (2012)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Moving learning games forward (2009)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Three Approaches to Qualitative Content Analysis (2005)Qualitative research: Methods in the social sciences (2006)Collecting and Interpreting Qualitative Materials (2012)Climate change games as tools for education and engagement (2015)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)Facilitating sustainability transition through serious games: A systematic literature review (2018)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)
this work references cited by second hop

References

  • 1989The Practice of Social Research14,398 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2010Serious Games, Debriefing, and Simulation/Gaming as a Discipline708 cited
  • 2007Digital Games in Education607 cited
  • 2008Relationships Between Game Attributes and Learning Outcomes525 cited
  • 2002Report on the educational use of games333 cited
  • 2009Promoting Social and Emotional Learning With Games245 cited
  • 2006Games And Simulations in Online Learning: Research and Development Frameworks223 cited
  • 2008Business Simulations and Cognitive Learning203 cited
  • 2009VIDEOGAMES AND EDUCATION190 cited
  • 2008Video Game Effects—Confirmed, Suspected, and Speculative178 cited
  • 2009Using a games console in the primary classroom: Effects of ‘Brain Training’ programme on computation and self‐esteem

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144 cited

Cited by

  • 2017The Role of the Teacher in Game-Based Learning: A Review and Outlook95 cited
  • 2020Principles for Advancing Game-Based Learning in Teacher Education85 cited
  • 2016Games in schools: teachers’ perceptions of barriers to game-based learning70 cited
  • 2016Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning55 cited
  • 2021A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude52 cited
  • 2021Factors contributing to teachers’ acceptance intention of gamified learning tools in secondary schools: An exploratory study44 cited
  • 2020The Integration of Digital Game-Based Learning into the Instruction: Teachers’ Perceptions at Different Career Stages40 cited
  • 2022Pre-service teachers’ perceptions of adopting digital games in education: A mixed methods investigation37 cited
  • 2015Identifying the Barriers to Games and Simulations in Education31 cited
  • 2015Developing and assessing teachers’ knowledge of game-based learning30 cited
  • 2016The effectiveness of a math game: The impact of integrating conceptual clarification as support30 cited
  • 2018Why use board games in leisure-time centres? Prominent staff discourses and described subject positions when playing with children13 cited