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Playing with Complex Systems? The Potential to Gain Geographical System Competence through Digital Gaming
16 references·1 citing·44 second hop
Playing with Complex Systems? The Potential to Gain Geographical System Competence through Digital Gaming (2020)Playing with Complex Systems? The Potenti…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making (2020)How Digital Strategy and Mana…The Role of Systems Thinking in the Practice of Implementing Sustainable Development Goals (2017)The Role of Systems Thinking …System competence modelling: Theoretical foundation and empirical validation of a model involving natural, social and human‐environment systems (2017)System competence modelling: …Competence Assessment in Education (2017)Competence Assessment in Educ…Systemkompetenz im Geographieunterricht (2016)Systemkompetenz im Geographie…Politische Bildung im Geographieunterricht (2016)Politische Bildung im Geograp…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Simulating Planning (2007)Simulating PlanningGood Video Games and Good Learning (2007)Good Video Games and Good Lea…Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Report on the educational use of games (2002)Report on the educational use…Teaching and Learning with SimCity 2000 (1998)Teaching and Learning with Si…Characterising the Literature on the Teaching and Learning of System Thinking and Complexity in STEM Education: a Bibliometric Analysis and Research Synthesis (2023)Characterising the Literature…A Pedagogic Framework to Link GIS to the Intellectual Core of Geography (1995)Ground truth : the social implications of geographic information systems (1995)Ground truth: The social implications of geographic information systems (1996)Overview of research on the educational use of video games (2006)Toward a Taxonomy Linking Game Attributes to Learning (2012)Game-Based Learning (2013)Mind in Society: The Development of Higher Psychological Processes (1978)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Strangers and friends (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. 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(1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)Moving learning games forward (2009)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Achieving transformative sustainability learning: engaging head, hands and heart (2008)
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References

  • 2007Good Video Games and Good Learning1,059 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 2002Report on the educational use of games333 cited
  • 1998Teaching and Learning with SimCity 2000153 cited
  • 2017The Role of Systems Thinking in the Practice of Implementing Sustainable Development Goals100 cited
  • 2017System competence modelling: Theoretical foundation and empirical validation of a model involving natural, social and human‐environment systems96 cited
  • 2007Simulating Planning87 cited
  • 2017Competence Assessment in Education66 cited
  • 2020How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making38 cited
  • 2016

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Politische Bildung im Geographieunterricht
36 cited
  • 2016Systemkompetenz im Geographieunterricht20 cited
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    • 2023Characterising the Literature on the Teaching and Learning of System Thinking and Complexity in STEM Education: a Bibliometric Analysis and Research Synthesis53 cited