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Failing up: How failure in a game environment promotes learning through discourse
16 references·4 citing·38 second hop
Failing up: How failure in a game environment promotes learning through discourse (2018)Failing up: How failure in a game environ…Learning from productive failure (2015)Learning from productive fail…Level up Learning: A National Survey on Teaching with Digital Games. (2014)Level up Learning: A National…The art of failure: an essay on the pain of playing video games (2013)The art of failure: an essay …Video games and learning: teaching and participatory culture in the digital age (2012)Video games and learning: tea…Arguing to Learn in Science: The Role of Collaborative, Critical Discourse (2010)Arguing to Learn in Science: …Productive Failure (2008)Productive FailureLearning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Replaying history: engaging urban underserved students in learning world history through computer simulation games (2004)Replaying history: engaging u…Proceedings of the 6th international conference on Learning sciences (2004)Proceedings of the 6th intern…Learning in Massively Multiplayer Online Games (2004)Learning in Massively Multipl…What video games have to teach us about learning and literacy (2003)What video games have to teac…Learning Through Failure : The Strategy of Small Losses (1992)Learning Through Failure : Th…Toward a Theory of Impasse-Driven Learning (1988)Toward a Theory of Impasse-Dr…The Logic of Scientific Discovery (1960)The Logic of Scientific Disco…The Logic of Scientific Discovery. (1959)The Logic of Scientific Disco…The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention (2023)The development of an online …“Gamificación" de la enseñanza para ciencia, tecnología, ingeniería y matemáticas: cartografía conceptual (2020)“Gamificación" de la enseñanz…Iterative user and expert feedback in the design of an educational virtual reality biology game (2019)Iterative user and expert fee…Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial (2018)Designing productively negati…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)The growth of logical thinking: From childhood to adolescence. (1958)Conjectures and Refutations: The Growth of Scientific Knowledge. (1965)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Transformational Teaching: Theoretical Underpinnings, Basic Principles, and Core Methods (2012)Undergraduate research experiences: Impacts and opportunities (2015)Are Good Texts Always Better? Interactions of Text Coherence, Background Knowledge, and Levels of Understanding in Learning From Text (1996)When Smart Groups Fail (2003)Scaffolding Complex Learning: The Mechanisms of Structuring and Problematizing Student Work (2004)Thinking Together and Alone (2015)Examining Productive Failure, Productive Success, Unproductive Failure, and Unproductive Success in Learning (2016)Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help? (2016)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Drawing to Learn in Science (2011)The Knowledge‐Learning‐Instruction Framework: Bridging the Science‐Practice Chasm to Enhance Robust Student Learning (2012)Toward an Instructionally Oriented Theory of Example‐Based Learning (2013)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)Is the Resource-Based "View" a Useful Perspective for Strategic Management Research? (2001)Bad Management Theories Are Destroying Good Management Practices (2005)Income inequality and health: A causal review (2014)The Gamification of Civic Participation: Two Experiments in Improving the Skills of Citizens to Reflect Collectively on Spatial Issues (2016)Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Games (2020)Collective Mind in Organizations: Heedful Interrelating on Flight Decks (1993)Psychological Safety and Learning Behavior in Work Teams (1999)Dynamic capabilities: what are they? (2000)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Confirmation Bias: A Ubiquitous Phenomenon in Many Guises (1998)Seeking Qualitative Rigor in Inductive Research (2012)
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References

  • 1959The Logic of Scientific Discovery.7,499 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1992Learning Through Failure : The Strategy of Small Losses1,138 cited
  • 2010Arguing to Learn in Science: The Role of Collaborative, Critical Discourse949 cited
  • 2008Productive Failure863 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 1960The Logic of Scientific Discovery674 cited
  • 2004Proceedings of the 6th international conference on Learning sciences482 cited
  • 2013The art of failure: an essay on the pain of playing video games413 cited
  • 2012Video games and learning: teaching and participatory culture in the digital age410 cited
  • 2004Learning in Massively Multiplayer Online Games353 cited
  • 1988Toward a Theory of Impasse-Driven Learning206 cited
  • 2004Replaying history: engaging urban underserved students in learning world history through computer simulation games171 cited
  • 2014Level up Learning: A National Survey on Teaching with Digital Games.170 cited

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  • 2015Learning from productive failure121 cited
  • Cited by

    • 2019Iterative user and expert feedback in the design of an educational virtual reality biology game50 cited
    • 2020“Gamificación" de la enseñanza para ciencia, tecnología, ingeniería y matemáticas: cartografía conceptual37 cited
    • 2018Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial35 cited
    • 2023The development of an online serious game for oral diagnosis and treatment planning: evaluation of knowledge acquisition and retention31 cited