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Learning through video games: The impacts of competition and cooperation
16 references·0 citing·35 second hop
Learning through video games: The impacts of competition and cooperation (2020)Learning through video games: The impacts…Theoretical Foundations of Learning Environments (2014)Theoretical Foundations of Le…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Educational Leadership (2010)Educational LeadershipGood Video Games and Good Learning (2007)Good Video Games and Good Lea…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Video Games and the Future of Learning (2005)Video Games and the Future of…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…What video games have to teach us about learning and literacy (2003)What video games have to teac…Making cooperative learning work (1999)Making cooperative learning w…Cooperative Learning Returns To College What Evidence Is There That It Works? (1998)Cooperative Learning Returns …Talented Teenagers - The Roots of Success and Failure (1994)Talented Teenagers - The Root…Optimal Experience: Psychological Studies of Flow in Consciousness. (1989)Optimal Experience: Psycholog…Cooperative Learning (1980)Cooperative LearningMind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…The Process of Education (1960)The Process of EducationExperience and Education (1939)Experience and EducationJoining Together: Group Theory and Group Skills (1975)Cooperation and Competition: Theory and Research (1989)Active Learning: Cooperation in the College Classroom (2006)A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings? (2013)Collaborative learning practices: teacher and student perceived obstacles to effective student collaboration (2017)Integrated STEM Education: A Systematic Review of Instructional Practices in Secondary Education (2018)Horace's Compromise: The Dilemma of the American High School (1984)Situated Learning: Legitimate Peripheral Participation. (1994)HARNESSING THE POWER OF GAMES IN EDUCATION (2003)Digital Games in Education (2007)Foundations of Game-Based Learning (2015)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Situated Cognition and the Culture of Learning (1989)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Self-Concept: Validation of Construct Interpretations (1976)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Adding It Up: Helping Children Learn Mathematics (2013)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)Games, Motivation, and Learning: A Research and Practice Model (2002)Narrative Inquiry: A Methodology for Studying Lived Experience (2006)The Theory and Practice of Online Learning (2008)Toward a design theory of problem solving (2000)Implications for educational practice of the science of learning and development (2019)Reassessing the Principal's Role in School Effectiveness: A Review of Empirical Research, 1980-1995 (1996)The Impact of Induction and Mentoring Programs for Beginning Teachers (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 1960The Process of Education6,094 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 1939Experience and Education1,724 cited
  • 1999Making cooperative learning work1,534 cited
  • 2010Educational Leadership1,385 cited
  • 2014Theoretical Foundations of Learning Environments1,364 cited
  • 2005Video Games and the Future of Learning1,178 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 2007Good Video Games and Good Learning1,124 cited
  • 1998Cooperative Learning Returns To College What Evidence Is There That It Works?1,100 cited
  • 1989Optimal Experience: Psychological Studies of Flow in Consciousness.941 cited
  • 2005Learning by Design: Good Video Games as Learning Machines915 cited
  • 1980Cooperative Learning771 cited
  • 1994Talented Teenagers - The Roots of Success and Failure

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