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Proyectos educativos de gamificación por videojuegos: desarrollo del pensamiento numérico y razonamiento escolar en contextos vulnerables
6 references·3 citing·37 second hop
Proyectos educativos de gamificación por videojuegos: desarrollo del pensamiento numérico y razonamiento escolar en contextos vulnerables (2020)Proyectos educativos de gamificación por …Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students (2018)Traditional and Digital Game …Game On!—Teaching Video Game Studies in the Arts Classroom (2018)Game On!—Teaching Video Game …A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference (2017)A quantitative approach to pr…A constructionism framework for designing game‐like learning systems: Its effect on different learners (2012)A constructionism framework f…Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x (2010)Development and Distortion of…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Gamificación: Un Recurso que Promueve las Competencias Matemáticas en la Educación Peruana (2023)Gamificación: Un Recurso que …El uso de juegos digitales en las clases de Matemática: Una revisión sistemática de la literatura (2022)El uso de juegos digitales en…The Possibilities of Gamifying the Mathematical Curriculum in the Early Childhood Education Stage (2020)The Possibilities of Gamifyin…Beyond boredom and anxiety (1975)Life on the Screen: Identity in the Age of the Internet (1997)Games, Motivation, and Learning: A Research and Practice Model (2002)Differential effects of learning games on mathematics proficiency (2015)The effect of games and simulations on higher education: a systematic literature review (2017)Research into effective gamification features to inform e-learning design (2019)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Collaborative Approaches in Smart Learning Environment: A Case Study (2020)Primary school teachers’ attitudes toward technology use and stimulating higher-order thinking in students: a review of the literature (2021)Digital Transformation Stands Alongside Inclusive Education: Lessons Learned from a Project Called “Waking Up in the Morning” (2023)Flow: the psychology of optimal experience (1990)Research Methods in Education (2007)Is mobile game-based learning effective for international adults learning Maltese? (2022)The effect of traditional children's games on internet addiction, social skills and stress level (2022)Experience and Education (1986)Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay. (2006)Keeping up with our students: The evolution of technology and standards in art education (2016)Factor Analytic Models: Viewing the Structure of an Assessment Instrument From Three Perspectives (2005)Dimensionality assessment of ordered polytomous items with parallel analysis. (2011)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)Educating the Net Generation (2005)Video Games and the Future of Learning (2005)21st Century Skills and Competences for New Millennium Learners in OECD Countries (2009)Reality is broken: why games make us better and how they can change the world (2012)Declaración PRISMA 2020: una guía actualizada para la publicación de revisiones sistemáticas (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Challenges and Opportunities for Russian Higher Education amid COVID-19: Teachers’ Perspective (2020)Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)How do mindfulness-based cognitive therapy and mindfulness-based stress reduction improve mental health and wellbeing? A systematic review and meta-analysis of mediation studies (2015)The PERMA-Profiler: A brief multidimensional measure of flourishing (2016)The state of evidence for social and emotional learning: A contemporary meta-analysis of universal school-based SEL interventions (2023)
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References

  • 2010Development and Distortion of Malaysian Public- Private Partnerships: Patronage, Privatised Profits and Pitfalls DOI: 10.1111/j.1467- 8500.2009.00655.x16,129 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2012A constructionism framework for designing game‐like learning systems: Its effect on different learners63 cited
  • 2017A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference47 cited
  • 2018Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students34 cited
  • 2018Game On!—Teaching Video Game Studies in the Arts Classroom12 cited

Cited by

  • 2023Gamificación: Un Recurso que Promueve las Competencias Matemáticas en la Educación Peruana23 cited
  • 2022El uso de juegos digitales en las clases de Matemática: Una revisión sistemática de la literatura22 cited
  • 2020The Possibilities of Gamifying the Mathematical Curriculum in the Early Childhood Education Stage22 cited

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