SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Fifth Graders as App Designers
16 references·0 citing·42 second hop
Fifth Graders as App Designers (2013)Fifth Graders as App DesignersGamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Video Games: A Route to Large-Scale STEM Education? (2009)Video Games: A Route to Large…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Scientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)What drives a successful e-Le…Social Linguistics and Literacies (2007)Social Linguistics and Litera…Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game. (2005)Role of Guidance, Reflection,…Playing and Making Games for Learning (2005)Playing and Making Games for …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia (2004)Decreasing Cognitive Load for…What video games have to teach us about learning and literacy (2003)What video games have to teac…Doing Qualitative Research in Education Settings (2002)Doing Qualitative Research in…Social Linguistics And Literacies: Ideology in Discourse (1996)Social Linguistics And Litera…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)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)The malleability of spatial skills: A meta-analysis of training studies. (2012)Gamifying learning experiences: Practical implications and outcomes (2013)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)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Evaluating E-learning systems success: An empirical study (2019)Pembelajaran Daring di Tengah Wabah Covid-19 (2020)Pembelajaran Online di Tengah Pandemi Covid-19 (2020)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Interactive Multimodal Learning Environments (2007)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Developing a Sociocritical Literacy in the Third Space (2008)Rethinking Critical Theory and Qualitative Research (2011)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)Qualitative Analysis for Social Scientists (1987)An array of qualitative data analysis tools: A call for data analysis triangulation. (2007)Semistructured interviewing in primary care research: a balance of relationship and rigour (2019)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)Event tourism: Definition, evolution, and research (2007)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1996Social Linguistics And Literacies: Ideology in Discourse4,336 cited
  • 2002Doing Qualitative Research in Education Settings3,499 cited
  • 2007What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction2,823 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2004Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia615 cited
  • 2007Social Linguistics and Literacies579 cited
  • 2005Playing and Making Games for Learning576 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 2005Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.394 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2009Video Games: A Route to Large-Scale STEM Education?360 cited
  • Cited by

    No citing works inside the corpus for this window.