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Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE
16 references·0 citing·50 second hop
Learning Interdisciplinarity and Systems Approaches in Agroecology: Experience with the Serious Game SEGAE (2020)Learning Interdisciplinarity and Systems …An emerging signature pedagogy for sustainable food systems education (2017)An emerging signature pedagog…How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? (2016)How do presence, flow, and ch…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Climate change games as tools for education and engagement (2015)Climate change games as tools…Active learning increases student performance in science, engineering, and mathematics (2014)Active learning increases stu…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Innovative Education in Agroecology: Experiential Learning for a Sustainable Agriculture (2011)Innovative Education in Agroe…Defining Terms for Integrated (Multi-Inter-Trans-Disciplinary) Sustainability Research (2011)Defining Terms for Integrated…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…GameFlow (2005)GameFlowDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Agroecology, scaling and interdisciplinarity (2003)Agroecology, scaling and inte…Analysis of Pre‐test‐Post‐test Control Group Designs in Educational Research (1995)Analysis of Pre‐test‐Post‐tes…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 2014Active learning increases student performance in science, engineering, and mathematics9,767 cited
  • 2005GameFlow2,122 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2003Agroecology, scaling and interdisciplinarity399 cited
  • 2011Defining Terms for Integrated (Multi-Inter-Trans-Disciplinary) Sustainability Research375 cited
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  • 2016How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game?161 cited
  • 2011Innovative Education in Agroecology: Experiential Learning for a Sustainable Agriculture

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123 cited
  • 2017An emerging signature pedagogy for sustainable food systems education114 cited
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