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Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay.
0 references·16 citing·55 second hop
Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay. (2006)Learning to Play or Playing to Learn - A …Gaming to succeed in college: Protocol for a scoping review of quantitative studies on the design and use of serious games for enhancing teaching and learning in higher education (2020)Gaming to succeed in college:…Motivation is a game: Massively multiplayer online games as agents of motivation in higher education (2018)Motivation is a game: Massive…Digital Gaming in L2 Teaching and Learning (2017)Digital Gaming in L2 Teaching…Citizenship Education Goes Digital (2014)Citizenship Education Goes Di…Chapter 6. TBLT and synthetic immersive environments (2014)Chapter 6. TBLT and synthetic…A systematic review of computerised serious educational games about alcohol and other drugs for adolescents (2013)A systematic review of comput…Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice (2012)Conceptualizing Digital Game-…The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school (2011)The multivoicedness of game p…Teaching and learning English through digital game projects (2011)Teaching and learning English…Gaming the Game (2011)Gaming the GameCivilization III and Whole-Class Play in High School Social Studies (2010)Civilization III and Whole-Cl…Bilingual practices and the social organisation of video gaming activities (2010)Bilingual practices and the s…Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’ (2009)Implementing digital game-bas…Games and Learning: What's the Connection? (2009)Games and Learning: What's th…Designing an Educational Game: Case Study of ’Europe 2045’ (2008)Designing an Educational Game…Bildungspotenziale digitaler Spiele und Spielkulturen (2008)Bildungspotenziale digitaler …Handbook of research on teaching (1986)Digital game-based learning (2003)What video games have to teach us about learning and literacy (2003)Using Civilization IV to Engage Students in World History Content (2011)Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School (2015)Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation (2018)Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model (2003)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic review of serious games in asthma education (2016)Systematic reviews of the effectiveness of developmental prevention programs in reducing delinquency, aggression, and bullying (2016)Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Dialogic foundations of CSCL (2014)The Play Curricular Activity Reflection Discussion Model for Game-Based Learning (2015)Students’ everyday knowledge and experiences as resources in educational dialogues (2017)Interaction Analysis: Foundations and Practice (1995)Rules of Play: Game Design Fundamentals (2003)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)The Coaching Cycle (2012)Gamification for productive interaction: Reading and working with the gamification debate in education (2013)Goal-Setting in Educational Video Games (2016)Reading images: the grammar of visual design (1996)Reassembling the social: An introduction to actor‐network‐theory (2008)Bodies That Matter (2011)Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms (2014)Worlding through Play: Alternate Reality Games, Large-Scale Learning, and the Source (2015)A scoping review of video games and learning in secondary classrooms (2023)An Essay concerning Human Understanding (1690)What Video Games Have to Teach Us about Learning and Literacy (2004)Computer-game-based tutoring of mathematics (2012)Flow, social interaction anxiety and salivary cortisol responses in serious games: A quasi-experimental study (2014)You like it, you learn it: affectivity and learning in competitive social role play gaming (2016)Language Learning Strategies: What Every Teacher Should Know (1991)Metaphors We Live By (2003)Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games (2016)The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)Digital games and language teaching and learning (2018)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)How Many Interviews Are Enough? (2005)Game-based collaborative vocabulary learning in blended and distance L2 learning (2020)What increases learning retention: employing the prediction-observation-explanation learning strategy in digital game-based learning (2021)Evaluation of a mobile-based scaffolding board game developed by scaffolding-based game editor: analysis of learners’ performance, anxiety and behavior patterns (2022)TASK-BASED LANGUAGE LEARNING AND TEACHING (2004)Common European Framework of Reference for Languages: learning, teaching, assessment (2009)Pragmatics, tasks, and technology (2018)Teaching second language pragmatics in the current era of globalization: An introduction (2021)How to Teach an Additional Language (2022)Scoping studies: towards a methodological framework (2005)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Systematic review or scoping review? 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  • 2010

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Bilingual practices and the social organisation of video gaming activities
38 cited
  • 2008Designing an Educational Game: Case Study of ’Europe 2045’35 cited
  • 2008Bildungspotenziale digitaler Spiele und Spielkulturen35 cited