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Got Game? A Choice-Based Learning Assessment of Data Literacy and Visualization Skills
16 references·0 citing·40 second hop
Got Game? A Choice-Based Learning Assessment of Data Literacy and Visualization Skills (2016)Got Game? A Choice-Based Learning Assessm…Common Core State Standards (2015)Common Core State StandardsNext Generation Science Standards: For States, By States (2013)Next Generation Science Stand…Computer Games and Instruction. (2011)Computer Games and Instructio…Common Core State Standards (2011)Common Core State StandardsVideo 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…Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow (2009)Melding the Power of Serious …Learning science in informal environments : people, places, and pursuits (2009)Learning science in informal …Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …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…A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN (2003)A BRIEF INTRODUCTION TO EVIDE…Lessons Without Limit: How Free-Choice Learning is Transforming Education (2002)Lessons Without Limit: How Fr…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Transfer of Learning from a Modern Multidisciplinary Perspective (2000)Transfer of Learning from a M…Relations between measures of typical and maximum job performance. (1988)Relations between measures of…The Art of Computer Game Design (1984)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)A social gamification framework for a K-6 learning platform (2012)Situated Learning: Legitimate Peripheral Participation. (1994)Qualitative Research for Education: An Introduction to Theory and Methods (1997)Communities of practice learning, meaning, and identity (1999)Handbook of Research on Learning and Instruction (2011)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)STEM integration in K-12 education : status, prospects, and an agenda for research (2014)Situated Cognition and the Culture of Learning (1989)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Educational Measurement. (1951)Educational measurement, 3rd ed. (1989)The Interplay of Evidence and Consequences in the Validation of Performance Assessments (1994)31A Review of Cognitively Diagnostic Assessment and a Summary of Psychometric Models (2006)Measuring progressions: Assessment structures underlying a learning progression (2009)Characterizing College Science Assessments: The Three-Dimensional Learning Assessment Protocol (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (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)The Gamification of Learning: a Meta-analysis (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Challenges of Defining and Measuring Student Engagement in Science (2015)A conceptual framework for integrated STEM education (2016)STEM education K-12: perspectives on integration (2016)What Knowledge Is of Most Worth (2013)Disciplinary Literacies and Learning to Read for Understanding: A Conceptual Framework for Disciplinary Literacy (2016)A Meta-Analysis of Interventions to Promote Self-Determination for Students With Disabilities (2018)From game design elements to gamefulness (2011)The benefits of playing video games. (2013)Productive Failure (2008)Synthesis of discipline-based education research in physics (2014)
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References

  • 2013Next Generation Science Standards: For States, By States6,725 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 2009Learning science in informal environments : people, places, and pursuits1,226 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2000Transfer of Learning from a Modern Multidisciplinary Perspective928 cited
  • 2011Common Core State Standards872 cited
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  • 2003A BRIEF INTRODUCTION TO EVIDENCE‐CENTERED DESIGN537 cited
  • 2011Computer Games and Instruction.491 cited
  • 2015Common Core State Standards476 cited
  • 2002Lessons Without Limit: How Free-Choice Learning is Transforming Education434 cited
  • 2009Video Games: A Route to Large-Scale STEM Education?360 cited
  • 1988Relations between measures of typical and maximum job performance.319 cited
  • 2009

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Melding the Power of Serious Games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow
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