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Games and Simulations
16 references·5 citing·40 second hop
Games and Simulations (2009)Games and SimulationsDigital Game-Based Learning (2020)Digital Game-Based LearningWhat Is Instructional-Design Theory and How Is It Changing? (2013)What Is Instructional-Design …What Do Instructional Designers Actually Do? An Initial Investigation of Expert Practice (2008)What Do Instructional Designe…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…The impact of computer use on children's and adolescents' development (2001)The impact of computer use on…A history of instructional design and technology: Part II: A history of instructional design (2001)A history of instructional de…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Will media influence learning? Reframing the debate (1994)Will media influence learning…Media will never influence learning (1994)Media will never influence le…Action video games and informal education: Effects on strategies for dividing visual attention (1994)Action video games and inform…Learning with Media (1991)Learning with MediaRelations Between Policy and Practice: A Commentary (1990)Relations Between Policy and …Rapid prototyping: An alternative instructional design strategy (1990)Rapid prototyping: An alterna…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Reconsidering Research on Learning from Media (1983)Reconsidering Research on Lea…Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms (2015)Observation and analysis of a…Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games (2010)Virtually Real: A Psychologic…Proposta de um Modelo de Avaliação de Jogos Educacionais (2010)Proposta de um Modelo de Aval…Challenges in the evaluation of educational computer games (2010)Challenges in the evaluation …Empirical evaluation of an educational game on software measurement (2008)Empirical evaluation of an ed…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)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Languages of Art (1976)How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature (2004)Blended learning systems: Definition, current trends, and future directions (2006)What Forty Years of Research Says About the Impact of Technology on Learning (2011)Partners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)The Theory and Practice of Online Learning (2008)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Handbook of research on teaching (1986)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Computer Self-Efficacy, Computer Anxiety, and Attitudes toward the Internet: A Study among Undergraduates in Unimas (2005)Learning factories for future oriented research and education in manufacturing (2017)Self-Regulated Learning and Academic Achievement: An Overview (1990)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)“GOOD‐BYE, TEACHER …”1 (1968)Primary, Secondary, and Meta-Analysis of Research (1976)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia learning: Are we asking the right questions? (1997)The Strength of Weak Ties (1973)Life on the Screen: Identity in the Age of the Internet (1997)Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)Adolescents’ identity experiments on the internet (2005)Children as Consumers: Advertising and Marketing (2008)Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study. (2008)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)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1983Reconsidering Research on Learning from Media2,713 cited
  • 1994Media will never influence learning1,893 cited
  • 1991Learning with Media1,428 cited
  • 1994Will media influence learning? Reframing the debate1,143 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2001A history of instructional design and technology: Part II: A history of instructional design624 cited
  • 2001The impact of computer use on children's and adolescents' development560 cited
  • 1990Rapid prototyping: An alternative instructional design strategy453 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2013What Is Instructional-Design Theory and How Is It Changing?361 cited
  • 1990Relations Between Policy and Practice: A Commentary333 cited
  • 2008What Do Instructional Designers Actually Do? An Initial Investigation of Expert Practice

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306 cited
  • 1994Action video games and informal education: Effects on strategies for dividing visual attention283 cited
  • Cited by

    • 2010Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games193 cited
    • 2010Proposta de um Modelo de Avaliação de Jogos Educacionais67 cited
    • 2008Empirical evaluation of an educational game on software measurement60 cited
    • 2010Challenges in the evaluation of educational computer games43 cited
    • 2015Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms41 cited