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Role-Playing Game-Based Learning in Mathematics
4 references·2 citing·30 second hop
Role-Playing Game-Based Learning in Mathematics (2009)Role-Playing Game-Based Learning in Mathe…Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma (2007)Students’ conflicting attitud…Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students (2007)Games as an Interactive Class…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Individual and collective activities in educational computer game playing (1997)Individual and collective act…Digital games and learning mathematics: Student, teacher and parent perspectives (2016)Digital games and learning ma…Learning History Using Role-Playing Game (RPG) on Mobile Platform (2013)Learning History Using Role-P…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)Mind in Society: The Development of Higher Psychological Processes (1978)Culture, Communication, and Cognition: Vygotskian Perspectives. (1987)Addressing the Challenges of Inquiry-Based Learning Through Technology and Curriculum Design (1999)Overview of research on the educational use of video games (2006)A case study of computer gaming for math: Engaged learning from gameplay? (2008)Cscl (2012)Thought and language (1962)Motivational and self-regulated learning components of classroom academic performance. (1990)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Simulations and games (2009)The values of college students in business simulation game: A means-end chain approach (2011)Influence of online computer games on the academic achievement of nontraditional undergraduate students (2018)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Handbook of research on mathematics teaching and learning (1992)Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths (2013)The Construction Of Reality In The Child (2013)Student engagement and mathematics achievement: Unraveling main and interactive effects (2018)Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)How to Design and Evaluate Research in Education (1990)Qualitative inquiry and research design: choosing among five traditions. (1998)Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)First person: new media as story, performance, and game (2004)Learning by Design: Good Video Games as Learning Machines (2005)Video Games and the Future of Learning (2005)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2007Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma106 cited
  • 1997Individual and collective activities in educational computer game playing85 cited
  • 2007Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students84 cited

Cited by

  • 2016Digital games and learning mathematics: Student, teacher and parent perspectives30 cited
  • 2013Learning History Using Role-Playing Game (RPG) on Mobile Platform30 cited

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