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GAMIFICATION OF EDUCATION
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GAMIFICATION OF EDUCATION (2019)GAMIFICATION OF EDUCATIONDigital Game-Based Learning (2020)Digital Game-Based LearningSerious Games: Incorporating Video Games in the Classroom. (2006)Serious Games: Incorporating …Entering the education arcade (2003)Entering the education arcadeSupporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach (2021)Supporting Student Engagement…Constructivism: Implications for the Design and Delivery of Instruction (1996)Cultural Framing of Computer/Video Games. (2002)A framework for pedagogical evaluation of virtual learning environments (2004)Assessing twenty‐first century skills through a teacher created video game for high school biology students (2010)Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games (2015)Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game (2016)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Video game values: Human–computer interaction and games (2006)Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds (2007)A MUVE Towards PBL Writing (2008)A Revision of Bloom's Taxonomy: An Overview (2002)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamification in theory and action: A survey (2014)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
this work references cited by second hop

References

  • 2020Digital Game-Based Learning2,893 cited
  • 2003Entering the education arcade118 cited
  • 2006Serious Games: Incorporating Video Games in the Classroom.93 cited

Cited by

  • 2021Supporting Student Engagement Through the Gamification of Learning Activities: A Design-Based Research Approach41 cited

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