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Learning History Using Role-Playing Game (RPG) on Mobile Platform
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Learning History Using Role-Playing Game (RPG) on Mobile Platform (2013)Learning History Using Role-Playing Game …Narrative games for learning: Testing the discovery and narrative hypotheses. (2011)Narrative games for learning:…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…Role-Playing Game-Based Learning in Mathematics (2009)Role-Playing Game-Based Learn…Video Games and the Future of Learning. WCER Working Paper No. 2005-4. (2005)Video Games and the Future of…Video Games and the Future of Learning (2005)Video Games and the Future of…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…First person: new media as story, performance, and game (2004)First person: new media as st…Self-Narratives: The Construction of Meaning in Psychotherapy (1998)Self-Narratives: The Construc…[Book review:] Hermans, Hubert J. M. & Hermans-Jansen, Els, Self-narratives: The construction of meaning in psychotherapy (New York: Guilford, 1995) (1996)[Book review:] Hermans, Huber…Situated Cognition and the Culture of Learning (1989)Multimedia Learning (2002)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Designing game-based learning environments for elementary science education: A narrative-centered learning perspective (2013)Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)Embodied science and mixed reality: How gesture and motion capture affect physics education (2017)Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)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)Individual and collective activities in educational computer game playing (1997)Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma (2007)Digital games and learning mathematics: Student, teacher and parent perspectives (2016)Genre and game studies: Toward a critical approach to video game genres (2006)Video game values: Human–computer interaction and games (2006)A narrative theory of games (2012)Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems (2006)The Design and Use of Simulation Computer Games in Education (2007)Science games and the development of scientific possible selves (2012)From `the Thought is the Thinker' to `the Voice is the Speaker' (2002)‘I can only learn in dialogue!’ Exploring professional identities in teacher education (2010)Looking at the Psychotherapy Process as an Intersubjective Dynamic of Meaning-Making: A Case Study with Discourse Flow Analysis (2010)THE CONSTRUCTION AND RECONSTRUCTION OF A DIALOGICAL SELF (2003)Self, Identity, and Globalization in Times of Uncertainty: A Dialogical Analysis (2007)Dialogical Self Theory: Positioning and Counter-Positioning in a Globalizing Society (2010)
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References

  • 2005Video Games and the Future of Learning1,120 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2004First person: new media as story, performance, and game733 cited
  • 2010Using game theory and Competition-based Learning to stimulate student motivation and performance685 cited
  • 1998Self-Narratives: The Construction of Meaning in Psychotherapy381 cited
  • 2011Narrative games for learning: Testing the discovery and narrative hypotheses.207 cited
  • 2005Video Games and the Future of Learning. WCER Working Paper No. 2005-4.86 cited
  • 1996[Book review:] Hermans, Hubert J. M. & Hermans-Jansen, Els, Self-narratives: The construction of meaning in psychotherapy (New York: Guilford, 1995)68 cited
  • 2009Role-Playing Game-Based Learning in Mathematics31 cited

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