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Digital educational games and mathematics. Results of a case study in primary school settings
16 references·3 citing·39 second hop
Digital educational games and mathematics. 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(1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Stichwort: Professionelle Kompetenz von Lehrkräften (2006)Implications for educational practice of the science of learning and development (2019)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Mental Representations: A Dual Coding Approach (1986)Generative Processes of Comprehension (1989)Multimedia Learning (2002)Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Cognitive Theory of Multimedia Learning (2014)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Situated Learning: Legitimate Peripheral Participation. (1994)What Video Games Have to Teach Us about Learning and Literacy (2004)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The ‘digital natives’ debate: A critical review of the evidence (2008)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Language, Power And Pedagogy: Bilingual Children in the Crossfire (2000)Theorizing Language Teacher Identity: Three Perspectives and Beyond (2005)Rethinking monolingual instructional strategies in multilingual classrooms (2007)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)
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References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2006The Four-Phase Model of Interest Development4,692 cited
  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
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  • 2006

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Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis
936 cited
  • 2013Behaviorism, Cognitivism, Constructivism: Comparing Critical Features From an Instructional Design Perspective858 cited
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