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Using a digital game as an advance organizer
16 references·0 citing·38 second hop
Using a digital game as an advance organizer (2017)Using a digital game as an advance organi…The Common Core State Standards for Mathematics (2015)The Common Core State Standar…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The Art of Game Design (2008)The Art of Game DesignWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Educational Leadership (2004)Educational LeadershipWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications (1999)Chapter 3: Rethinking Transfe…Experience and Education (1986)Experience and EducationReview of research in education (1973)Review of research in educati…Educational Psychology: A Cognitive View (1968)Educational Psychology: A Cog…Conditions of Learning (1965)Conditions of LearningThe use of advance organizers in the learning and retention of meaningful verbal material. (1960)The use of advance organizers…Experience and Education. (1938)Experience and Education.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)Foundations of Game-Based Learning (2015)The curriculum : theory and practice (1977)The intended mathematics curriculum as represented in state-level curriculum standards : consensus or confusion? (2006)A Common Core of Readiness. (2012)Keeping It Complex (2013)The Common Core State Standards in Mathematics (2015)A conceptual framework for integrated STEM education (2016)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)GameFlow (2005)Handbook of Self-Regulation of Learning and Performance (2017)Apprenticeship in Thinking (1990)Reassessing the Principal's Role in School Effectiveness: A Review of Empirical Research, 1980-1995 (1996)Distributed leadership as a unit of analysis (2002)Seven strong claims about successful school leadership (2008)The Prosocial Classroom: Teacher Social and Emotional Competence in Relation to Student and Classroom Outcomes (2008)Seven strong claims about successful school leadership revisited (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The role of deliberate practice in the acquisition of expert performance. (1993)Learning by Expanding (2014)Student Involvement: A Developmental Theory for Higher Education (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)Contextual prerequisites for understanding: Some investigations of comprehension and recall (1972)Motivation and Motivating in the Foreign Language Classroom (1994)Teaching For Quality Learning At University (1999)THEORETICAL BASES OF COMMUNICATIVE APPROACHES TO SECOND LANGUAGE TEACHING AND TESTING (1980)Qualitative Analysis for Social Scientists (1987)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)1. Toward a Theory of Culturally Relevant Pedagogy (1995)The Power of Feedback (2007)
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References

  • 1986Experience and Education13,568 cited
  • 1973Review of research in education7,754 cited
  • 1938Experience and Education.6,920 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 1968Educational Psychology: A Cognitive View5,220 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 1965Conditions of Learning3,016 cited
  • 2004Educational Leadership2,552 cited
  • 2015The Common Core State Standards for Mathematics2,539 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.2,192 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning2,111 cited
  • 2008The Art of Game Design1,919 cited
  • 1999Chapter 3: Rethinking Transfer: A Simple Proposal With Multiple Implications1,864 cited
  • 2015Digital Games, Design, and Learning1,582 cited
  • 1960The use of advance organizers in the learning and retention of meaningful verbal material.

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