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Integrating serious games into the engineering curriculum - a game-based learning approach to power systems analysis
8 references·1 citing·45 second hop
Integrating serious games into the engineering curriculum - a game-based learning approach to power systems analysis (2016)Integrating serious games into the engine…Framing the Adoption of Serious Games in Formal Education (2012)Framing the Adoption of Serio…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Technology and Student Learning: Towards a Learner-Centered Teaching Model (2009)Technology and Student Learni…Video Games in Education: Why They Should Be Used and How They Are Being Used (2008)Video Games in Education: Why…A grounded investigation of game immersion (2004)A grounded investigation of g…Video Games in Education (2003)Video Games in EducationSeriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Load During Problem…A computer game for teaching and learning algebra topics at undergraduate level (2017)A computer game for teaching …Reconsidering Research on Learning from Media (1983)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Problem Based Learning: An instructional model and its constructivist framework (1995)Learning science in informal environments : people, places, and pursuits (2009)Gamifying learning experiences: Practical implications and outcomes (2013)Game-based Learning and 21st century skills: A review of recent research (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Situated Learning: Legitimate Peripheral Participation. (1994)Users of the world, unite! The challenges and opportunities of Social Media (2009)Digital card games in education: A ten year systematic review (2017)The future of 'serious games' in accounting education: A Delphi study (2018)Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Handbook of Self-Regulation of Learning and Performance (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)The pleasure principle (2000)GameFlow (2005)Measuring and defining the experience of immersion in games (2008)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)Affirming Diversity: The Sociopolitical Context of Multicultural Education. (1992)In Search of Understanding: The Case for Constructivist Classrooms (1993)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Towards Best Practices in Online Learning and Teaching in Higher Education (2010)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)How We Think (1910)How we think. (1910)Perception in chess (1973)Toward a Theory of Situation Awareness in Dynamic Systems (1995)Cognitive Architecture and Instructional Design (1998)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)The “I's” Have It: A Framework for Serious Educational Game Design (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Cooperation begins: Encouraging critical thinking skills through cooperative reciprocity using a mobile learning game (2016)Learning and Teaching Styles in Engineering Education. (1988)Expectancy–Value Theory of Achievement Motivation (2000)The Systematic Design of Instruction (2006)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Scratch (2009)Covid-19 pandemic and online learning: the challenges and opportunities (2020)
this work references cited by second hop

References

  • 1988Cognitive Load During Problem Solving: Effects on Learning12,413 cited
  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2004A grounded investigation of game immersion1,337 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games1,031 cited
  • 2003Video Games in Education714 cited
  • 2008Video Games in Education: Why They Should Be Used and How They Are Being Used333 cited
  • 2012Framing the Adoption of Serious Games in Formal Education105 cited
  • 2009Technology and Student Learning: Towards a Learner-Centered Teaching Model72 cited

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  • 2017A computer game for teaching and learning algebra topics at undergraduate level21 cited

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