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Educational Game Development Models
16 references·0 citing·46 second hop
Educational Game Development Models (2013)Educational Game Development ModelsGames, motivation, and learning: A research and practice model (2017)Games, motivation, and learni…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)Are educational computer micr…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Game object model version II: a theoretical framework for educational game development (2006)Game object model version II:…Developing strategic and reasoning abilities with computer games at primary school level (2006)Developing strategic and reas…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …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 (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Gender, prior knowledge, interest, and experience in electricity and conceptual change text manipulations in learning about direct current (1997)Gender, prior knowledge, inte…Changing middle school students' conceptions of matter and molecules (1993)Changing middle school studen…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…A comparison of applied and theoretical knowledge of concepts based on the particulate nature of matter (1991)A comparison of applied and t…A study of students’ understanding of electricity in five European countries (1988)A study of students’ understa…The Art of Computer Game Design (1984)The Art of Computer Game Desi…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Bowling Alone: America's Declining Social Capital (1995)Mapping learning and game mechanics for serious games analysis (2014)Designing and integrating purposeful learning in game play: a systematic review (2015)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)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)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)Ways with Words (1983)The foundations and assumptions of technology-enhanced student-centered learning environments (1997)Discourse Patterns and Collaborative Scientific Reasoning in Peer and Teacher-Guided Discussions (1999)Chemical Education: Towards Research-based Practice (2003)Conditions of Learning (1965)Principles of Instructional Design (1974)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)Play, Dreams And Imitation In Childhood (2013)Game-based Learning and 21st century skills: A review of recent research (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (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)The Gamification of Learning: a Meta-analysis (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Defining gamification (2012)Gamification in theory and action: A survey (2014)A definition for gamification: anchoring gamification in the service marketing literature (2016)A case study of computer gaming for math: Engaged learning from gameplay? (2008)Students’ perceptions about the use of video games in the classroom (2009)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,636 cited
  • 1984The Art of Computer Game Design919 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering693 cited
  • 1993Changing middle school students' conceptions of matter and molecules334 cited
  • 2006Game object model version II: a theoretical framework for educational game development307 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 1997Gender, prior knowledge, interest, and experience in electricity and conceptual change text manipulations in learning about direct current253 cited
  • 2017Games, motivation, and learning: A research and practice model215 cited
  • 1988A study of students’ understanding of electricity in five European countries212 cited
  • 2011Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study

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190 cited
  • 2006Developing strategic and reasoning abilities with computer games at primary school level185 cited
  • 1991A comparison of applied and theoretical knowledge of concepts based on the particulate nature of matter180 cited
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