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Developing science tabletop games: ‘Catan’® and global warming
16 references·0 citing·49 second hop
Developing science tabletop games: ‘Catan’® and global warming (2019)Developing science tabletop games: ‘Catan…Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs (2017)Teaching sustainability to a …Meta-analyses of the determinants and outcomes of belief in climate change (2016)Meta-analyses of the determin…Consensus on consensus: a synthesis of consensus estimates on human-caused global warming (2016)Consensus on consensus: a syn…Climate visuals: A mixed methods investigation of public perceptions of climate images in three countries (2016)Climate visuals: A mixed meth…Predictors of public climate change awareness and risk perception around the world (2015)Predictors of public climate …Digital Games and Learning: Research and Theory (2014)Digital Games and Learning: R…Characteristics of games (2013)Characteristics of gamesThe Place of Game-Based Learning in an Age of Austerity. (2012)The Place of Game-Based Learn…Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Flip Your Classroom: Reach Ev…Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context (2011)Game-based curriculum and tra…More than mere games: a review of card and board games for medical education (2007)More than mere games: a revie…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Peer Instruction: Ten years of experience and results (2001)Peer Instruction: Ten years o…Motivating Students to Engage in Experiential Learning: A Tension-To-Learn Theory (1998)Motivating Students to Engage…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)The effect of uncertainty on learning in game-like environments (2013)L2 Writing Practice: Game Enjoyment as a Key to Engagement (2014)A qualitative literature review of educational games in the classroom: the teacher’s pedagogical activities (2016)The Study of Games (1975)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)Enjoyable learning: The role of humour, games, and fun activities in nursing and midwifery education (2009)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Force concept inventory (1992)Teaching problem solving through cooperative grouping. 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(2016)Climate change perceptions and their individual-level determinants: A cross-European analysis (2019)Risk Perception: Reflections on 40 Years of Research (2020)Are There Universal Aspects in the Structure and Contents of Human Values? (1994)Introduction to Meta‐Analysis (2009)Inoculating the Public against Misinformation about Climate Change (2017)The psychological roots of anti-vaccination attitudes: A 24-nation investigation. (2018)Meta-analyses of factors motivating climate change adaptation behaviour (2019)Introduction to Meta‐Analysis (2021)The Scientific Consensus on Climate Change (2004)The Temporal Structure of Scientific Consensus Formation (2010)Merchants of doubt: how a handful of scientists obscured the truth on issues from tobacco smoke to global warming (2011)Assessing ExxonMobil’s climate change communications (1977–2014) (2017)Neutralizing misinformation through inoculation: Exposing misleading argumentation techniques reduces their influence (2017)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)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)The Flipped Classroom (2013)Enhancing Student Engagement Using the Flipped Classroom (2014)The flipped classroom: A review of its advantages and challenges (2018)
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References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Flip Your Classroom: Reach Every Student in Every Class Every Day3,817 cited
  • 2001Peer Instruction: Ten years of experience and results2,678 cited
  • 2016Meta-analyses of the determinants and outcomes of belief in climate change1,614 cited
  • 2016Consensus on consensus: a synthesis of consensus estimates on human-caused global warming1,443 cited
  • 2015Predictors of public climate change awareness and risk perception around the world1,360 cited
  • 2007More than mere games: a review of card and board games for medical education196 cited
  • 2011Game-based curriculum and transformational play: Designing to meaningfully positioning person, content, and context154 cited
  • 2013Characteristics of games151 cited
  • 2016Climate visuals: A mixed methods investigation of public perceptions of climate images in three countries148 cited
  • 2012The Place of Game-Based Learning in an Age of Austerity.94 cited
  • 2014Digital Games and Learning: Research and Theory85 cited
  • 2017Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs

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83 cited
  • 1998Motivating Students to Engage in Experiential Learning: A Tension-To-Learn Theory69 cited
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