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The Effectiveness of Educational Games on Scientific Concepts Acquisition in First Grade Students in Science
9 references·0 citing·47 second hop
The Effectiveness of Educational Games on Scientific Concepts Acquisition in First Grade Students in Science (2016)The Effectiveness of Educational Games on…The Effect of Game-Based Learning on Students’ Learning Performance in Science Learning – A Case of “Conveyance Go” (2013)The Effect of Game-Based Lear…Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students (2012)Teaching the Biological Conse…The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants (2011)The Impact of a Science Educa…Facilitating Preschoolers’ Scientific Knowledge Construction via Computer Games Regarding Light and Shadow: The Effect of the Prediction-Observation-Explanation (POE) Strategy (2011)Facilitating Preschoolers’ Sc…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Understanding engagement: Science demonstrations and emotional energy (2007)Understanding engagement: Sci…The Power of Play: Learning What Comes Naturally (2007)The Power of Play: Learning W…Flow experiences of children in an interactive social game environment (2007)Flow experiences of children …The Big Book of Concepts (2002)The Big Book of ConceptsUser Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning. (2018)Using Game-Based Learning to Support Learning Science: A Study with Middle School Students (2020)The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education (2021)Situated Cognition and the Culture of Learning (1989)National Science Education Standards (1995)Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Impacts and Characteristics of Computer-Based Science Inquiry Learning Environments for Precollege Students (2014)Development of pre-service chemistry teachers’ technological pedagogical content knowledge (2017)Serious games for health promotion in adolescents – a systematic scoping review (2022)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Cognitive Architecture and Instructional Design (1998)Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games (2013)Teacher Learning Management: Investigating Biology Teachers’ TPACK to Conduct Learning During the Covid-19 Outbreak (2021)What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning (2021)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Finding flow: the psychology of engagement with everyday life (1997)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)A simplest systematics for the organization of turn-taking for conversation (1974)A simplest systematics for the organization of turn-taking for conversation (1974)School Engagement: Potential of the Concept, State of the Evidence (2004)Emotional climate and high quality learning experiences in science teacher education (2014)Negative Emotional Energy: A Theory of the “Dark-Side” of Interaction Ritual Chains (2015)Obscuring power structures in the physics classroom: Linking teacher positioning, student engagement, and physics identity development (2015)Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters” (2012)The Taxonomy of Educational Objectives (2012)A Hierarchy-of-Effects Approach to Designing a Social Marketing Game (2016)Story Immersion May Be Effective in Promoting Diet and Physical Activity in Chinese Children (2017)Developmental Approaches to Creativity (2010)Using digital board games for genuine communication in EFL classrooms (2014)Fostering pretend play skills and creativity in elementary school girls: A group play intervention. (2016)Crosslinguistic Influence in Language and Cognition (2008)Qualitative Content Analysis: Theoretical Background and Procedures (2014)Qualitative content analysis: theoretical foundation, basic procedures and software solution (2014)
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References

  • 2002The Big Book of Concepts2,637 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2007Flow experiences of children in an interactive social game environment254 cited
  • 2007The Power of Play: Learning What Comes Naturally182 cited
  • 2013The Effect of Game-Based Learning on Students’ Learning Performance in Science Learning – A Case of “Conveyance Go”139 cited
  • 2007Understanding engagement: Science demonstrations and emotional energy115 cited
  • 2011Facilitating Preschoolers’ Scientific Knowledge Construction via Computer Games Regarding Light and Shadow: The Effect of the Prediction-Observation-Explanation (POE) Strategy87 cited
  • 2011The Impact of a Science Education Game on Students’ Learning and Perception of Inhalants as Body Pollutants81 cited
  • 2012Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students44 cited

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