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Pedagogy in Commercial Video Games
16 references·8 citing·34 second hop
Pedagogy in Commercial Video Games (2006)Pedagogy in Commercial Video GamesDigital Game-Based Learning (2020)Digital Game-Based LearningPlay, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…First principles of instruction (2002)First principles of instructi…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…The Culture of Education (1996)The Culture of EducationMotivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. (1993)Motivation in the classroom: …Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Conditions of Learning and Theory of Instruction (1985)The Conditions of Learning an…Mbti Manual: A Guide to the Development and Use of the Myers-briggs Type Indicator (1985)Mbti Manual: A Guide to the D…Frames of Mind: The Theory of Multiple Intelligences (1984)Frames of Mind: The Theory of…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Principles of Instructional Design (1974)Principles of Instructional D…Toward a Theory of Instruction (1966)Toward a Theory of InstructionHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Drawing the big picture of games in education: A topic modeling-based review of past 55 years (2022)Drawing the big picture of ga…EVALUATION OF INTERACTIVE GAME-BASED LEARNING IN PHYSICS DOMAIN (2020)EVALUATION OF INTERACTIVE GAM…Effects of Exergaming on Preschoolers’ Executive Functions and Perceived Competence: A Pilot Randomized Trial (2019)Effects of Exergaming on Pres…Insights on lean gamification for higher education (2017)Insights on lean gamification…Effects of commercial video games on cognitive elaboration of physical concepts (2015)Effects of commercial video g…Adaptivity in Educational Games: Including Player and Gameplay Characteristics (2013)Adaptivity in Educational Gam…Sustainability Learning through Gaming: An Exploratory Study. (2012)Sustainability Learning throu…Mobile Game Development for Multiple Devices in Education (2009)Mobile Game Development for M…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)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Biological processes in prevention and intervention: The promotion of self-regulation as a means of preventing school failure (2008)Conceptualization, Measurement, and Improvement of Classroom Processes: Standardized Observation Can Leverage Capacity (2009)Teacher Technology Change (2010)Pretense and representation: The origins of "theory of mind." (1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)The systematic design of instruction (1978)Toward a design theory of problem solving (2000)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)Toward a Theory of Intrinsically Motivating Instruction* (1981)Accommodation of a scientific conception: Toward a theory of conceptual change (1982)DeFT: A conceptual framework for considering learning with multiple representations (2006)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)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)Narrative configuration in qualitative analysis (1995)Development and validation of a measure of emotional intelligence (1998)Individual differences in reasoning: Implications for the rationality debate? (2000)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1984Frames of Mind: The Theory of Multiple Intelligences13,636 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1996The Culture of Education6,227 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 1966Toward a Theory of Instruction4,504 cited
  • 1974Principles of Instructional Design4,479 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 1993Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year.3,427 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1985Mbti Manual: A Guide to the Development and Use of the Myers-briggs Type Indicator2,785 cited
  • 2002First principles of instruction2,090 cited
  • 1985

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The Conditions of Learning and Theory of Instruction
1,625 cited

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  • 2022Drawing the big picture of games in education: A topic modeling-based review of past 55 years61 cited
  • 2012Sustainability Learning through Gaming: An Exploratory Study.59 cited
  • 2019Effects of Exergaming on Preschoolers’ Executive Functions and Perceived Competence: A Pilot Randomized Trial57 cited
  • 2020EVALUATION OF INTERACTIVE GAME-BASED LEARNING IN PHYSICS DOMAIN48 cited
  • 2009Mobile Game Development for Multiple Devices in Education41 cited
  • 2015Effects of commercial video games on cognitive elaboration of physical concepts37 cited
  • 2017Insights on lean gamification for higher education32 cited
  • 2013Adaptivity in Educational Games: Including Player and Gameplay Characteristics31 cited