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The Role of the Teacher in Game-Based Learning: A Review and Outlook
16 references·8 citing·31 second hop
The Role of the Teacher in Game-Based Learning: A Review and Outlook (2017)The Role of the Teacher in Game-Based Lea…Digital Game-Based Learning (2020)Digital Game-Based LearningPlay, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningExperience and Education (1986)Experience and EducationToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Frame Analysis: An Essay on the Organization of Experience. (1975)Frame Analysis: An Essay on t…Frame Analysis: An Essay on the Organization of Experience. (1975)Frame Analysis: An Essay on t…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Experience and Education. (1938)Experience and Education.Strategies, benefits and barriers– a systematic literature review of student co-creation in higher education (2022)Strategies, benefits and barr…Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research (2022)Factors influencing microgame…A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A mixed-methods study of the …The Co-Creative approach to digital simulation games in social science education (2020)The Co-Creative approach to d…Principles for Advancing Game-Based Learning in Teacher Education (2020)Principles for Advancing Game…To play or not to play: on the motivational effects of games in engineering education (2019)To play or not to play: on th…Teaching language and literacy with games: What? How? Why? (2019)Teaching language and literac…An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning (2018)An Approach to Digital Game-b…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Pretense and representation: The origins of "theory of mind." (1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)What Is Agency? (1998)Framing, Agenda Setting, and Priming: The Evolution of Three Media Effects Models (2006)Beyond Markets and States: Polycentric Governance of Complex Economic Systems (2010)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Students' Need for Belonging in the School Community (2000)An Insider's Critique of the Social Movement Framing Perspective* (1997)Reframing Public Policy (2003)A Theory of Framing and Opinion Formation in Competitive Elite Environments (2007)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1986Experience and Education13,444 cited
  • 1975Frame Analysis: An Essay on the Organization of Experience.11,892 cited
  • 1938Experience and Education.6,904 cited
  • 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
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 1975Frame Analysis: An Essay on the Organization of Experience.4,537 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2003Digital game-based learning3,104 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 1981

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Toward a Theory of Intrinsically Motivating Instruction*
2,197 cited

Cited by

  • 2020Principles for Advancing Game-Based Learning in Teacher Education85 cited
  • 2018An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning78 cited
  • 2020The Co-Creative approach to digital simulation games in social science education67 cited
  • 2022A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play67 cited
  • 2022Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research49 cited
  • 2019To play or not to play: on the motivational effects of games in engineering education47 cited
  • 2019Teaching language and literacy with games: What? How? Why?43 cited
  • 2022Strategies, benefits and barriers– a systematic literature review of student co-creation in higher education37 cited