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Assessing implicit science learning in digital games
16 references·2 citing·42 second hop
Assessing implicit science learning in digital games (2017)Assessing implicit science learning in di…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Thinking, Fast and Slow (2011)Thinking, Fast and SlowWhat Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research (2005)Socioeconomic Status and Acad…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Teacher Characteristics and Student Achievement Gains: A Review (2003)Teacher Characteristics and S…Rethinking Transfer: A Simple Proposal with Multiple Implications (1999)Rethinking Transfer: A Simple…Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications (1999)Chapter 3: Rethinking Transfe…Bridging Epistemologies: The Generative Dance Between Organizational Knowledge and Organizational Knowing (1999)Bridging Epistemologies: The …Assessing student learning of Newton’s laws: The Force and Motion Conceptual Evaluation and the Evaluation of Active Learning Laboratory and Lecture Curricula (1998)Assessing student learning of…The Tacit Dimension (1997)The Tacit DimensionToward an Epistemology of Physics (1993)Toward an Epistemology of Phy…Toward an epistemology of physics (1993)Toward an epistemology of phy…Force concept inventory (1992)Force concept inventoryMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda (2022)Learning analytics for enhanc…Game-Based Assessment: The Past Ten Years and Moving Forward (2019)Game-Based Assessment: The Pa…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2011Thinking, Fast and Slow14,316 cited
  • 1997The Tacit Dimension12,409 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2005Socioeconomic Status and Academic Achievement: A Meta-Analytic Review of Research4,677 cited
  • 1992Force concept inventory3,233 cited
  • 1999Bridging Epistemologies: The Generative Dance Between Organizational Knowledge and Organizational Knowing2,903 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 1999Rethinking Transfer: A Simple Proposal with Multiple Implications1,409 cited
  • 1993Toward an Epistemology of Physics1,358 cited
  • 2003Teacher Characteristics and Student Achievement Gains: A Review1,281 cited
  • 1993Toward an epistemology of physics1,264 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 1999Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications881 cited
  • 1998Assessing student learning of Newton’s laws: The Force and Motion Conceptual Evaluation and the Evaluation of Active Learning Laboratory and Lecture Curricula

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799 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • Cited by

    • 2019Game-Based Assessment: The Past Ten Years and Moving Forward54 cited
    • 2022Learning analytics for enhancing the usability of serious games in formal education: A systematic literature review and research agenda47 cited