SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Pedagogical Potential of Game Jams
10 references·2 citing·47 second hop
The Pedagogical Potential of Game Jams (2018)The Pedagogical Potential of Game JamsThe Value of Game Prototyping Projects for Students and Industry (2016)The Value of Game Prototyping…Playful Game Jams (2014)Playful Game JamsAn International Study on Learning and Process Choices in the Global Game Jam (2013)An International Study on Lea…Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context (2012)Localizing Global Game Jam: D…Learning in Adulthood: A Comprehensive Guide. (2011)Learning in Adulthood: A Comp…Game Design Workshop (2008)Game Design WorkshopThe situativity of knowing, learning, and research. (1998)The situativity of knowing, l…Media will never influence learning (1994)Media will never influence le…Cognitive load theory, learning difficulty, and instructional design (1994)Cognitive load theory, learni…Mind in Society (1980)Mind in SocietyImpact of game jam learning about cultural safety in Colombian medical education: a randomised controlled trial (2021)Impact of game jam learning a…Impact of Co-Designed Game Learning on Cultural Safety in Colombian Medical Education: Protocol for a Randomized Controlled Trial (2020)Impact of Co-Designed Game Le…Learning through game modding (2006)The rise of the mega-region (2008)Fandom unbound: otaku culture in a connected world (2012)Serious Game Development (2014)Jam Today, Jam Tomorrow (2019)Flow: the psychology of optimal experience (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Game Jams for Learning and Teaching (2020)Game jams in general formal education (2021)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)What Do New Views of Knowledge and Thinking Have to Say About Research on Teacher Learning? (2000)Policy Implementation and Cognition: Reframing and Refocusing Implementation Research (2002)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)The Handbook of Research on Teaching (1962)Reconsidering Research on Learning from Media (1983)Handbook of research on teaching (1986)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Cognitive Architecture and Instructional Design (1998)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)A Review of Self-regulated Learning: Six Models and Four Directions for Research (2017)Man, Play, and Games. (1963)The Art of Game Design (2008)From game design elements to gamefulness (2011)Improving Social Skills through Game Jam Participation (2016)Caring: A Feminine Approach to Ethics and Moral Education (1984)Moral Boundaries: A Political Argument for an Ethic of Care (1993)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Employee Engagement and HRD: A Seminal Review of the Foundations (2009)Teaching the way they were taught? Revisiting the sources of teaching knowledge and the role of prior experience in shaping faculty teaching practices (2013)Applying learning theories and instructional design models for effective instruction (2016)Game design workshop : designing, prototyping, and playtesting games (2004)Game Jams (2012)Understanding the benefits of game jams (2016)First-Timer Learning Experiences in Global Game Jam (2018)Skill and Cognition in Stone Tool Production (2002)Students Becoming Chemists: Developing Representationl Competence (2005)Digital game-based vocabulary learning: where are we and where are we going? (2019)Gameplay Engagement and Learning in Game-Based Learning (2015)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)
this work references cited by second hop

References

  • 1994Cognitive load theory, learning difficulty, and instructional design3,977 cited
  • 1980Mind in Society3,144 cited
  • 1994Media will never influence learning1,893 cited
  • 1998The situativity of knowing, learning, and research.1,673 cited
  • 2008Game Design Workshop1,126 cited
  • 2011Learning in Adulthood: A Comprehensive Guide.423 cited
  • 2014Playful Game Jams64 cited
  • 2013An International Study on Learning and Process Choices in the Global Game Jam61 cited
  • 2012Localizing Global Game Jam: Designing Game Development for Collaborative Learning in the Social Context41 cited
  • 2016The Value of Game Prototyping Projects for Students and Industry37 cited

Cited by

  • 2021Impact of game jam learning about cultural safety in Colombian medical education: a randomised controlled trial23 cited
  • 2020Impact of Co-Designed Game Learning on Cultural Safety in Colombian Medical Education: Protocol for a Randomized Controlled Trial21 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work