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Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning
16 references·2 citing·38 second hop
Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning (2016)Pre-Service Teacher Training on Game-Enha…Contemporary Issues in Technology and Teacher Education (2025)Contemporary Issues in Techno…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Games, Design, and Learning (2015)Digital Games, Design, and Le…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Teacher beliefs and technology integration practices: A critical relationship (2012)Teacher beliefs and technolog…Epistemological and methodological issues for the conceptualization, development, and assessment of ICT–TPCK: Advances in technological pedagogical content knowledge (TPCK) (2008)Epistemological and methodolo…Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Technological Pedagogical Con…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Preparing teachers to teach science and mathematics with technology: Developing a technology pedagogical content knowledge (2005)Preparing teachers to teach s…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…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Those Who Understand: Knowledge Growth in Teaching (1986)Those Who Understand: Knowled…The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review (2023)The use of Digital Game-Based…Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research (2022)Factors influencing microgame…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)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Knowledge and Teaching:Foundations of the New Reform (1987)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)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)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Judgment under Uncertainty (1982)Judgment Under Uncertainty: Heuristics and Biases. (1984)Handbook of research on teaching (1986)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Qualitative research and evaluation methods (1980)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Qualitative Research and Evaluation Methods (3rd ed.) (2003)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Factors influencing digital technology use in early childhood education (2014)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The Theory and Practice of Online Learning (2008)Digital Natives, Digital Immigrants Part 1 (2001)Technological Pedagogical Content Knowledge (TPACK) (2009)The Technological Pedagogical Content Knowledge Framework (2013)Learning and Teaching Online During Covid-19: Experiences of Student Teachers in an Early Childhood Education Practicum (2020)
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References

  • 1986Those Who Understand: Knowledge Growth in Teaching18,524 cited
  • 2006Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge12,552 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
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2025Contemporary Issues in Technology and Teacher Education2,368 cited
  • 2012Teacher beliefs and technology integration practices: A critical relationship2,104 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2005Preparing teachers to teach science and mathematics with technology: Developing a technology pedagogical content knowledge1,431 cited
  • 2008Epistemological and methodological issues for the conceptualization, development, and assessment of ICT–TPCK: Advances in technological pedagogical content knowledge (TPCK)1,326 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited

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2006
How Computer Games Help Children Learn
1,041 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
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    • 2022Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research49 cited
    • 2023The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review31 cited