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A Game Design Plot: Exploring the Educational Potential of History-Based Video Games
16 references·1 citing·52 second hop
A Game Design Plot: Exploring the Educational Potential of History-Based Video Games (2019)A Game Design Plot: Exploring the Educati…Teaching History With Digital Historical Games (2016)Teaching History With Digital…Introduction: what is historical game studies? 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Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Qualitative research and evaluation methods (1980)Handbook of Qualitative Research (1994)Games for Health for Children—Current Status and Needed Research (2015)Mining Learning and Crafting Scientific Experiments: A Literature Review on the Use of Minecraft in Education and Research. (2016)The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The Handbook of Social Psychology (1969)Human Aggression (2002)Handbook of social psychology (2004)Aggression and Antisocial Behavior in Youth (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Anatomy of Criticism: Four Essays (1959)Toward an Aesthetic of Reception. (1982)Rules of Play: Game Design Fundamentals (2003)iPlus a User-Centered Methodology for Serious Games Design (2020)Hedonic consumption experience in videogaming: A multidimensional perspective (2021)Optimal Distinctiveness (2022)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Toward a Theory of Teacher Community (2001)Historical Reasoning: Towards a Framework for Analyzing Students’ Reasoning about the Past (2007)Historical Thinking and other Unnatural Acts (2010)“You Can Form Your Own Point of View”: Internally Persuasive Discourse in Northern Ireland Students’ Encounters with History (2010)Disciplinary Literacy in History: An Exploration of the Historical Nature of Adolescents' Writing (2010)Strange Fruit Indeed: Interrogating Contemporary Textbook Representations of Racial Violence toward African Americans (2010)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2002Historical thinking and other unnatural acts: charting the future of teaching the past1,301 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2002Historical Thinking and Other Unnatural Acts: Charting the Future of Teaching the Past413 cited
  • 2010A case study of the in-class use of a video game for teaching high school history296 cited
  • 2008Video Games and Embodiment234 cited
  • 2007College Students’ Video Game Participation and Perceptions: Gender Differences and Implications216 cited
  • 2009Video Game Genre, Evolution and Innovation201 cited
  • 2012Video Games and Learning: Teaching and Participatory Culture in the Digital Age197 cited
  • 2004Replaying history: engaging urban underserved students in learning world history through computer simulation games171 cited
  • 2016Teaching History With Digital Historical Games121 cited
  • 2008Gaming Literacy: Game Design as a Model for Literacy in the Twenty-First Century109 cited
  • 2008The Architecture of Image: Existential Space in Cinema108 cited
  • 2016Introduction: what is historical game studies?96 cited
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Gaming History: A Framework for What Video Games Teach About the Past
69 cited
  • 2008Digital Games Target Social Change32 cited
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    • 2022Museum beyond physical walls: an exploration of virtual reality-enhanced experience in an exhibition-like space57 cited