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What video games have to teach us about learning and literacy
0 references·16 citing·50 second hopsampled
What video games have to teach us about learning and literacy (2004)What video games have to teach us about l…The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Lens of Intrinsic Skill A…Engaging Asian students through game mechanics: Findings from two experiment studies (2015)Engaging Asian students throu…Gamification in assessment: Do points affect test performance? (2014)Gamification in assessment: D…Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)Gamification for Engaging Com…A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)A multilevel analysis of the …Acceptance of game-based learning by secondary school teachers (2013)Acceptance of game-based lear…How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)How features of educational t…Information technology use and creativity: Findings from the Children and Technology Project (2011)Information technology use an…From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)From Edutainment to Serious G…The Ecology of Games: Connecting Youth, Games and Learning (2009)The Ecology of Games: Connect…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Orientations to Video Games Among Gender and Age Groups (2008)Orientations to Video Games A…Educational game design for online education (2008)Educational game design for o…Computer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Massively Multiplayer Online Gaming as a Constellation of Literacy Practices (2007)Massively Multiplayer Online …Games, Motivation, and Learning: A Research and Practice Model (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Designing and integrating purposeful learning in game play: a systematic review (2015)Cooperation and Competition: Theory and Research (1989)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)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)The impact of learning design on student behaviour, satisfaction and performance: A cross-institutional comparison across 151 modules (2016)Science and Human Behavior (1953)The role of deliberate practice in the acquisition of expert performance. 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(2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Research in Organizational Behavior (1984)Uses and Gratifications Theory in the 21st Century (2000)Friends, fun, frustration and fantasy: Child motivations for video game play (2012)The Psychology of Esports: A Systematic Literature Review (2018)The Association Between Video Gaming and Psychological Functioning (2019)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)The maturing of gamification research (2017)Gamification Science, Its History and Future: Definitions and a Research Agenda (2018)Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)
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  • 2008Educational game design for online education580 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2015The Lens of Intrinsic Skill Atoms: A Method for Gameful Design515 cited
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  • 2014Gamification for Engaging Computer Science Students in Learning Activities: A Case Study483 cited
  • 2010From Edutainment to Serious Games: A Change in the Use of Game Characteristics458 cited
  • 2009The Ecology of Games: Connecting Youth, Games and Learning427 cited
  • 2008Orientations to Video Games Among Gender and Age Groups402 cited
  • 2014Gamification in assessment: Do points affect test performance?392 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2011Information technology use and creativity: Findings from the Children and Technology Project313 cited
  • 2012How features of educational technology applications affect student reading outcomes: A meta-analysis307 cited
  • 2013Acceptance of game-based learning by secondary school teachers300 cited
  • 2015Engaging Asian students through game mechanics: Findings from two experiment studies

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298 cited
  • 2014A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game268 cited
  • 2007Massively Multiplayer Online Gaming as a Constellation of Literacy Practices257 cited