SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Game Based Learning: A Case Study on Designing an Educational Game for Children in Developing Countries
16 references·0 citing·41 second hop
Game Based Learning: A Case Study on Designing an Educational Game for Children in Developing Countries (2016)Game Based Learning: A Case Study on Desi…Digital Game-Based Learning (2020)Digital Game-Based LearningMapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Fixing the Broken Promise of Education for All: Findings from the Global Initiative on Out-of-School Children (2014)Fixing the Broken Promise of …Digital Game-Based Learning (2014)Digital Game-Based LearningPreschoolers’ Quarantining of Fantasy Stories (2011)Preschoolers’ Quarantining of…Inequality of Educational Opportunity in India: Changes Over Time and Across States (2011)Inequality of Educational Opp…Massively multiplayer online role-playing games as arenas for second language learning (2010)Massively multiplayer online …Moving learning games forward (2009)Moving learning games forwardLearning From Fantasy and Real Characters in Preschool and Kindergarten (2009)Learning From Fantasy and Rea…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…Using Massively Multiplayer Online Role‐Playing Games for Online Learning (2006)Using Massively Multiplayer O…Developing strategic and reasoning abilities with computer games at primary school level (2006)Developing strategic and reas…Video Games in Education (2003)Video Games in EducationTechnology and social inclusion: rethinking the digital divide (2003)Technology and social inclusi…Technology and Social Inclusion (2003)Technology and Social Inclusi…The fifth discipline, the art and practice of the learning organization (1991)The fifth discipline, the art…Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)The Role of the Linguistic Environment in Second Language Acquisition (1996)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)The impact of a serious game on vocabulary and content learning (2019)The effect of Google Expeditions virtual reality on EFL learners’ willingness to communicate and oral proficiency (2020)The Cambridge Handbook of Task-Based Language Teaching (2021)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety (2010)Internet gaming addiction: current perspectives (2013)Chronicle of Higher Education (1996)Virtual worlds — past, present, and future: New directions in social computing (2009)Effectiveness of MMORPG‐based instruction in elementary English education in Korea (2010)Assessment in Game-Based Learning (2012)Situated Language and Learning: A Critique of Traditional Schooling (2004)Rethinking science learning through digital games and simulations: Genres, examples, and evidence (2009)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Designing game-based learning environments for elementary science education: A narrative-centered learning perspective (2013)Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Gradations in digital inclusion: children, young people and the digital divide (2007)The digital divide shifts to differences in usage (2013)The Third-Level Digital Divide: Who Benefits Most from Being Online? (2015)The myopia of learning (1993)Psychological Safety and Learning Behavior in Work Teams (1999)Role congruity theory of prejudice toward female leaders. (2002)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Digital Inequality (2008)
this work references cited by second hop

References

  • 1991The fifth discipline, the art and practice of the learning organization20,050 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2003Technology and Social Inclusion1,819 cited
  • 2003Technology and social inclusion: rethinking the digital divide1,738 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2003Video Games in Education711 cited
  • 2009Moving learning games forward284 cited
  • 2006Using Massively Multiplayer Online Role‐Playing Games for Online Learning256 cited
  • 2010Massively multiplayer online role-playing games as arenas for second language learning213 cited
  • 2006Developing strategic and reasoning abilities with computer games at primary school level185 cited
  • 2014Fixing the Broken Promise of Education for All: Findings from the Global Initiative on Out-of-School Children156 cited
  • 2011Inequality of Educational Opportunity in India: Changes Over Time and Across States139 cited
  • 2014Digital Game-Based Learning137 cited
  • 2011Preschoolers’ Quarantining of Fantasy Stories115 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2009Learning From Fantasy and Real Characters in Preschool and Kindergarten105 cited
  • Cited by

    No citing works inside the corpus for this window.