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Using commercial video games in flipped classrooms to support physical concept construction
16 references·3 citing·39 second hop
Using commercial video games in flipped classrooms to support physical concept construction (2018)Using commercial video games in flipped c…Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)Seamless flipped learning: a …The experience of three flipped classrooms in an urban university: an exploration of design principles (2014)The experience of three flipp…Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Case Studies and the Flipped Classroom (2013)Case Studies and the Flipped …Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…Educational game design for online education (2008)Educational game design for o…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What video games have to teach us about learning and literacy (2003)What video games have to teac…Changing minds: computers, learning, and literacy (2001)Changing minds: computers, le…Learning How to Learn (1984)Learning How to LearnWhat makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Toward empirical behavior laws: I. Positive reinforcement. (1959)Toward empirical behavior law…Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles (2024)Postdigital Videogames Litera…A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation (2022)A preliminary study on flippi…Effectiveness of flipped classroom practices in teaching of science: a mixed research synthesis (2021)Effectiveness of flipped clas…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)How learning in an inverted classroom influences cooperation, innovation and task orientation (2012)Is FLIP enough? Or should we use the FLIPPED model instead? (2014)Using the flipped classroom to enhance EFL learning (2016)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Motivational and self-regulated learning components of classroom academic performance. (1990)Communities of practice learning, meaning, and identity (1999)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course (2016)A critical review of flipped classroom challenges in K-12 education: possible solutions and recommendations for future research (2017)Four key challenges to the design of blended learning: A systematic literature review (2017)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)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)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Inquiry in science education: International perspectives (2004)Digital Fabrication and ‘Making’ in Education (2013)Technology and mathematics education (2015)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The flipped classroom: A review of its advantages and challenges (2018)Dual coding theory and education (1991)Designing a Qualitative Study (2009)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)
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References

  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1984Learning How to Learn5,192 cited
  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2013Case Studies and the Flipped Classroom1,179 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2014The experience of three flipped classrooms in an urban university: an exploration of design principles934 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2015Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies625 cited
  • 2013Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness

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614 cited
  • 1959Toward empirical behavior laws: I. Positive reinforcement.582 cited
  • 2008Educational game design for online education580 cited
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    • 2021Effectiveness of flipped classroom practices in teaching of science: a mixed research synthesis66 cited
    • 2024Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles30 cited
    • 2022A preliminary study on flipping an English as a foreign language collaborative writing course with video clips: Its impact on writing skills and writing motivation21 cited