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‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction
16 references·0 citing·40 second hop
‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction (2020)‘Serious’ Disaster Video Games: An Innova…Australian Journal of Emergency Management (2021)Australian Journal of Emergen…An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)An overview of serious games …Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms (2014)Toward Understanding the Pote…Integrating disaster risk reduction into post‐disaster reconstruction: A long‐term perspective of the 1931 earthquake in N apier, N ew Z ealand (2013)Integrating disaster risk red…The Serious Game Constructivist Framework for Children's Learning (2012)The Serious Game Constructivi…Teacher beliefs and technology integration (2012)Teacher beliefs and technolog…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Gaming redefines interactivity for learning (2005)Gaming redefines interactivit…Video Games in Education (2003)Video Games in EducationE-Learning in the 21st Century (2003)E-Learning in the 21st CenturyChild and Adolescent Development for Educators (2001)Child and Adolescent Developm…Learning Theories: An Educational Perspective (1991)Learning Theories: An Educati…On Defining Experiential Education (1981)On Defining Experiential Educ…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The origins of intelligence in children. (1952)The origins of intelligence i…Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Knowledge and Teaching:Foundations of the New Reform (1987)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Teaching with technology in higher education: understanding conceptual change and development in practice (2016)The design of blended learning in response to student diversity in higher education: Instructors’ views and use of differentiated instruction in blended learning (2018)Diffusion of Innovations 1 (2019)Experts speaking: Crucial teacher attributes for implementing blended learning in higher education (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Behaviorism, Cognitivism, Constructivism: Comparing Critical Features from an Instructional Design Perspective (1993)Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Cognitive Load Theory: Implications for medical education: AMEE Guide No. 86 (2014)Experience and Participation: Relating Theories of Learning (2003)Promoting Student-Centered Learning in Experiential Education (2004)Using simulations to teach young students science concepts: An Experiential Learning theoretical analysis (2019)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Motivation reconsidered: The concept of competence. (1959)Basic objects in natural categories (1976)On seeing human: A three-factor theory of anthropomorphism. (2007)Factors influencing psychological distress during a disease epidemic: Data from Australia's first outbreak of equine influenza (2008)From knowledge to action (2012)The Temporal Elements of Psychological Resilience: An Integrative Framework for the Study of Individuals, Families, and Communities (2015)Video Games in Education: Why They Should Be Used and How They Are Being Used (2008)Understanding cognitive presence in an online and blended community of inquiry: Assessing outcomes and processes for deep approaches to learning (2010)Trends in Educational Research about e-Learning: A Systematic Literature Review (2009–2018) (2020)
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References

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  • 1952The origins of intelligence in children.10,676 cited
  • 1991Learning Theories: An Educational Perspective3,712 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2021Australian Journal of Emergency Management1,308 cited
  • 2003E-Learning in the 21st Century970 cited
  • 2012Teacher beliefs and technology integration780 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2003Video Games in Education711 cited
  • 1981On Defining Experiential Education301 cited
  • 2018An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk227 cited
  • 2001Child and Adolescent Development for Educators139 cited
  • 2005Gaming redefines interactivity for learning88 cited
  • 2014Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms68 cited
  • 2012The Serious Game Constructivist Framework for Children's Learning56 cited

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  • 2013Integrating disaster risk reduction into post‐disaster reconstruction: A long‐term perspective of the 1931 earthquake in N apier, N ew Z ealand14 cited
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