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Computer Games in Education
16 references·0 citing·42 second hop
Computer Games in Education (2018)Computer Games in EducationThe impact of a simulation game on operations management education (2011)The impact of a simulation ga…Serious Games and Edutainment Applications (2011)Serious Games and Edutainment…Understanding Video Games: The Essential Introduction (2008)Understanding Video Games: Th…Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture (2008)Assessing Aptitude for Learni…Persuasive Games (2007)Persuasive GamesImprovement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer (2007)Improvement in Cancer-Related…Why Video Games Are Good for Your Soul: Pleasure and Learning (2005)Why Video Games Are Good for …The design and implementation of a simulation game for teaching knowledge management (2005)The design and implementation…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…What video games have to teach us about learning and literacy (2003)What video games have to teac…Spare me the lecture (2003)Spare me the lectureExposure to violent video games increases automatic aggressiveness (2003)Exposure to violent video gam…Play as an organizing principle: clinical evidence and personal observations (1998)Play as an organizing princip…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…The Potential of Business-Gaming Methods in Research (1966)The Potential of Business-Gam…The Role of Management Games in Education and Research (1961)The Role of Management Games …Credibility of analogue therapy rationales (1972)Psychometric properties of the credibility/expectancy questionnaire (2000)Exploring the potential of computer and video games for health and physical education: A literature review (2009)A systematic literature review of empirical evidence on computer games and serious games (2012)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Digital Game-Based Learning (2020)Telling more than we can know: Verbal reports on mental processes. (1977)Measuring individual differences in implicit cognition: The implicit association test. (1998)Measuring individual differences in implicit cognition: The implicit association test. (1998)A Meta-Analysis on the Correlation Between the Implicit Association Test and Explicit Self-Report Measures (2005)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)The theory of planned behaviour: Reactions and reflections (2011)Toward a Theory of Intrinsically Motivating Instruction* (1981)Designing Computer Games to Help Physics Students Understand Newton's Laws of Motion (1984)Educational Technology (1987)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Game-based Learning and 21st century skills: A review of recent research (2016)Serious Games (1970)Evaluation of Training (1993)Games, Motivation, and Learning: A Research and Practice Model (2002)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)The effect of games and simulations on higher education: 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)Foundations of Game-Based Learning (2015)Multimodality and Literacy in School Classrooms (2008)“Multiliteracies”: New Literacies, New Learning (2009)Identity, language learning, and social change (2011)Mapping learning and game mechanics for serious games analysis (2014)Evolution of User-generated Translation (2015)A systematic literature review of games-based learning empirical evidence in primary education (2016)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Developing a Theory of Gamified Learning (2014)Gamification in Education: A Systematic Mapping Study (2015)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Defining gamification (2012)From Content to Context: Videogames as Designed Experience (2006)Good Video Games and Good Learning (2007)
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References

  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2007Persuasive Games1,568 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research797 cited
  • 2008Understanding Video Games: The Essential Introduction557 cited
  • 2011Serious Games and Edutainment Applications315 cited
  • 2007Improvement in Cancer-Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer289 cited
  • 2003Exposure to violent video games increases automatic aggressiveness287 cited
  • 2011The impact of a simulation game on operations management education277 cited
  • 2005Why Video Games Are Good for Your Soul: Pleasure and Learning257 cited
  • 1961The Role of Management Games in Education and Research217 cited
  • 2003Spare me the lecture101 cited
  • 1966The Potential of Business-Gaming Methods in Research84 cited
  • 2008Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture62 cited
  • 1998Play as an organizing principle: clinical evidence and personal observations

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49 cited
  • 2005The design and implementation of a simulation game for teaching knowledge management44 cited
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