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Mathematical problem solving and learning in an architecture-themed epistemic game
16 references·1 citing·48 second hop
Mathematical problem solving and learning in an architecture-themed epistemic game (2019)Mathematical problem solving and learning…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Revisiting Mathematics Education: China Lectures (2014)Revisiting Mathematics Educat…The benefits of playing video games. (2013)The benefits of playing video…Learning science through computer games and simulations (2012)Learning science through comp…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Toward a Definition of Mixed Methods Research (2007)Toward a Definition of Mixed …Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by Design(tm) Into Practice (2003)Problem-Based Learning Meets …Epistemic cultures: how the sciences make knowledge (1999)Epistemic cultures: how the s…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Experience and nature. (1929)Experience and nature.Examining pedagogical approaches and types of mathematics knowledge in educational games: A meta-analysis and critical review (2021)Examining pedagogical approac…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)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)The role of deliberate practice in the acquisition of expert performance. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2007Toward a Definition of Mixed Methods Research6,460 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
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  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1929Experience and nature.2,875 cited
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  • 2015Digital Games, Design, and Learning1,268 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2003Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by Design(tm) Into Practice1,061 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2014Revisiting Mathematics Education: China Lectures803 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 1995Minds in play: computer game design as a context for children's learning566 cited
  • 2005Epistemic frames for epistemic games

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472 cited
  • 2012Learning science through computer games and simulations401 cited
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    • 2021Examining pedagogical approaches and types of mathematics knowledge in educational games: A meta-analysis and critical review38 cited