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A Multi-user virtual environment for building higher order inquiry skills in science
4 references·3 citing·32 second hop
A Multi-user virtual environment for building higher order inquiry skills in science (2006)A Multi-user virtual environment for buil…The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment (2006)The Impact of Student Self-ef…Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment (2005)Design-based Research Strateg…Science for all Americans (1990)Science for all AmericansTest of the integrated science process skills for secondary science students (1980)Test of the integrated scienc…Learning Physics through Project-Based Learning Game Techniques (2018)Learning Physics through Proj…Using e-learning standards in educational video games (2013)Using e-learning standards in…A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow. (2012)A Framework for Simplifying E…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)National Science Education Standards (1995)A design-based research strategy to promote scalability for educational innovations (2006)Managing cognitive load in educational multi-user virtual environments: reflection on design practice (2007)Scientific Inquiry in Educational Multi-user Virtual Environments (2007)Video Games in Education (2003)Making learning fun: Quest Atlantis, a game without guns (2005)Educational game design for online education (2008)Serious games as edX MOOC activities (2014)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A multi‐user virtual environment for building and assessing higher order inquiry skills in science (2009)A study of learning and motivation in a new media enriched environment for middle school science (2011)Affect and Engagement in Game-BasedLearning Environments (2013)Principles and Practices of Teaching Reading (1967)The effects of instruction on integrated science process skill achievement (1984)Controlling Variables: A Meta-Analysis of Training Studies (1988)Measuring scientific reasoning – a review of test instruments (2017)Games, Motivation, and Learning: A Research and Practice Model (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Developing strategic and reasoning abilities with computer games at primary school level (2006)Students’ perceptions about the use of video games in the classroom (2009)A Comparison of the Problem-solving Skills of Students in PjBL Versus CPjBL Model: An Experimental Study (2019)Project-based learning in Media Learning Material Development for Early Childhood Education (2020)Gamified Project-Based Learning: A Systematic Review of the Research Landscape (2023)Views of nature of science questionnaire: Toward valid and meaningful assessment of learners' conceptions of nature of science (2002)Benchmarks for Science Literacy (2013)A conceptual framework for integrated STEM education (2016)
this work references cited by second hop

References

  • 1990Science for all Americans1,840 cited
  • 2006The Impact of Student Self-efficacy on Scientific Inquiry Skills: An Exploratory Investigation in River City, a Multi-user Virtual Environment332 cited
  • 1980Test of the integrated science process skills for secondary science students141 cited
  • 2005Design-based Research Strategies for Developing a Scientific Inquiry Curriculum in a Multi-User Virtual Environment128 cited

Cited by

  • 2018Learning Physics through Project-Based Learning Game Techniques87 cited
  • 2012A Framework for Simplifying Educator Tasks Related to the Integration of Games in the Learning Flow.46 cited
  • 2013Using e-learning standards in educational video games42 cited

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