SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Card game as a pedagogical tool for numeracy skills development
15 references·0 citing·47 second hop
Card game as a pedagogical tool for numeracy skills development (2021)Card game as a pedagogical tool for numer…The Myth That Only Brilliant People Are Good at Math and Its Implications for Diversity (2018)The Myth That Only Brilliant …The wear out effect of a game-based student response system (2014)The wear out effect of a game…Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology (2014)Development and Effectiveness…Emerging perceptions of teacher quality and teacher development in China (2013)Emerging perceptions of teach…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Using Taped-Problems and Rewards to Increase Addition-Fact Fluency in a First Grade General Education Classroom (2011)Using Taped-Problems and Rewa…Rethinking Play and Pedagogy in Early Childhood Education (2010)Rethinking Play and Pedagogy …The Unintended, Pernicious Consequences of "Staying the Course" on the United States' No Child Left Behind Policy (2009)The Unintended, Pernicious Co…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…A gaming approach to learning medical microbiology: students’ experiences of flow (2007)A gaming approach to learning…Video Games and the Future of Learning (2005)Video Games and the Future of…Design-Based Research: Putting a Stake in the Ground (2004)Design-Based Research: Puttin…Edutainment: is learning at risk? (2003)Edutainment: is learning at r…Educational card games for understanding gastrointestinal physiology. (1998)Educational card games for un…Educational Research: An Introduction (1984)Educational Research: An Intr…What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)The effect of Kahoot, Quizizz and Google Forms on the student's perception in the classrooms response system (2017)Students’ perception of Kahoot!’s influence on teaching and learning (2018)The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)Emotional Intelligence (1990)Attitudes towards science: A review of the literature and its implications (2003)Student engagement in high school classrooms from the perspective of flow theory. (2003)Educational Card Games to Teach Pharmacotherapeutics in an Advanced Pharmacy Practice Experience (2011)Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated (2014)Gamifying anatomy education (2018)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Naturalistic inquiry (1985)Design-based research and technology-enhanced learning environments (2005)Design-Based Research (2012)Phases of inquiry-based learning: Definitions and the inquiry cycle (2015)Handbook of research on teaching (1986)Those Who Understand: Knowledge Growth in Teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Perceived effects of competency-based training on the acquisition of professional skills (2013)Contrived collegiality versus genuine collegiality: demystifying professional learning communities in Chinese schools (2014)Creating conditions for professional learning communities (PLCs) in schools in China: the role of school principals (2020)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Amusing ourselves to death: Public discourse in the age of show business (1988)Pictorial Illustrations Still Improve Students' Learning from Text (2002)Multiplayer online games as educational tools: Facing new challenges in learning (2009)Amusing Ourselves to Death: Public Discourse in the Age of Show Business (2010)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Educational apps from the Android Google Play for Greek preschoolers: A systematic review (2017)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Seeking Balance in Motion: The Role of Spontaneous Free Play in Promoting Social and Emotional Health in Early Childhood Care and Education (2014)Children’s social literacies: Meaning making and the emergence of graphical signs and texts in pretence (2015)Towards Holistic Supporting of Play-Based Learning Implementation in Kindergartens: A Mixed Method Study (2019)Critical thinking, cognitive presence, and computer conferencing in distance education (2001)Views of nature of science questionnaire: Toward valid and meaningful assessment of learners' conceptions of nature of science (2002)Qualitative Interview Design: A Practical Guide for Novice Investigators (2014)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)
this work references cited by second hop

References

  • 1984Educational Research: An Introduction5,595 cited
  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2004Design-Based Research: Putting a Stake in the Ground2,637 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2003Edutainment: is learning at risk?304 cited
  • 2013Emerging perceptions of teacher quality and teacher development in China120 cited
  • 2010Rethinking Play and Pedagogy in Early Childhood Education116 cited
  • 2007A gaming approach to learning medical microbiology: students’ experiences of flow102 cited
  • 1998Educational card games for understanding gastrointestinal physiology.70 cited
  • 2014Development and Effectiveness of an Educational Card Game as Supplementary Material in Understanding Selected Topics in Biology69 cited
  • 2018The Myth That Only Brilliant People Are Good at Math and Its Implications for Diversity66 cited
  • 2011Using Taped-Problems and Rewards to Increase Addition-Fact Fluency in a First Grade General Education Classroom50 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2009The Unintended, Pernicious Consequences of "Staying the Course" on the United States' No Child Left Behind Policy45 cited
  • Cited by

    No citing works inside the corpus for this window.