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Mini-games are Trivial - but "Complex" Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games
16 references·1 citing·30 second hop
Mini-games are Trivial - but "Complex" Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games (2005)Mini-games are Trivial - but "Complex" Ga…Digital Game-Based Learning (2020)Digital Game-Based LearningThe Video Game Theory Reader (2013)The Video Game Theory ReaderDon't bother me, Mom, I'm learning! (2006)Don't bother me, Mom, I'm lea…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Understanding Comics: The Invisible Art (1998)Understanding Comics: The Inv…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Growing Up Digital: The Rise of the Net Generation (1997)Growing Up Digital: The Rise …The children's machine (1993)The children's machineMind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…War and Peace in the Global Village (1968)War and Peace in the Global V…The Medium is the Massage : An Inventory of Effects (1967)The Medium is the Massage : A…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Supporting Human Capital development with Serious Games: An analysis of three experiences (2013)Supporting Human Capital deve…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)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)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)The Gamification of Learning: a Meta-analysis (2019)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)New Media: A Critical Introduction (2003)From Content to Context: Videogames as Designed Experience (2006)Sorting Things Out: Classification and Its Consequences (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Alone together: why we expect more from technology and less from each other (2011)From game design elements to gamefulness (2011)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Educating the Net Generation (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic (2020)Digital Rubbish (2011)Teaching Multimodal and Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies (2011)Machines and Mindlessness: Social Responses to Computers (2000)Event structure in perception and conception. (2001)Anthropomorphism and the social robot (2003)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)A meta-analysis of the cognitive and motivational effects of serious games. (2013)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 1998Understanding Comics: The Invisible Art3,139 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,802 cited
  • 1997Growing Up Digital: The Rise of the Net Generation2,745 cited
  • 1967The Medium is the Massage : An Inventory of Effects1,152 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1968War and Peace in the Global Village522 cited
  • 2006Don't bother me, Mom, I'm learning!516 cited
  • 2013The Video Game Theory Reader389 cited
  • 1993The children's machine338 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers337 cited

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Cited by

  • 2013Supporting Human Capital development with Serious Games: An analysis of three experiences22 cited