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Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games
16 references·0 citing·41 second hop
Ice Paddles, CO2 Invaders, and Exploding Planets: How Young Students Transform Climate Science Into Serious Games (2020)Ice Paddles, CO2 Invaders, and Exploding …A Practical Guide to Collaborative Qualitative Data Analysis (2017)A Practical Guide to Collabor…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …Scratch (2009)ScratchExploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Playing and Making Games for Learning (2005)Playing and Making Games for …Framing Constructivism in Practice as the Negotiation of Dilemmas: An Analysis of the Conceptual, Pedagogical, Cultural, and Political Challenges Facing Teachers (2002)Framing Constructivism in Pra…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Minds in play: computer game design as a context for children's learning (1995)Minds in play: computer game …Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1971)The Discovery of Grounded The…THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)THE DISCOVERY OF GROUNDED THE…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Handbook of Self-Regulation of Learning and Performance (2017)Changing minds: computers, learning, and literacy (2001)Stuck in the Shallow End: Education, Race, and Computing (2008)Digital Natives, Digital Immigrants (2012)Digital Fabrication and ‘Making’ in Education (2013)Seven Affordances of Computer-Supported Collaborative Learning: How to Support Collaborative Learning? How Can Technologies Help? (2016)What is AI Literacy? Competencies and Design Considerations (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Knowledge and Teaching:Foundations of the New Reform (1987)Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Orchestrating Productive Mathematical Discussions: Five Practices for Helping Teachers Move Beyond Show and Tell (2008)Spring cleaning for the “messy” construct of teachers’ beliefs: What are they? Which have been examined? What can they tell us? (2011)From game design elements to gamefulness (2011)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Gamification of Learning: a Meta-analysis (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Democracy of Objects (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Defining gamification (2012)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)Developing a Theory of Gamified Learning (2014)Mapping learning and game mechanics for serious games analysis (2014)A systematic review of gamification in e-Health (2017)THEMATIC ANALYSIS: A CRITICAL REVIEW OF ITS PROCESS AND EVALUATION (2012)Embedded entrepreneurship in the creative re- construction of place (2014)Transformational shifts through digital servitization (2020)How Many Interviews Are Enough? (2005)Document Analysis as a Qualitative Research Method (2009)Purposeful Sampling for Qualitative Data Collection and Analysis in Mixed Method Implementation Research (2013)
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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1968THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.7546,516 cited
  • 2009Scratch3,694 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,872 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2002Framing Constructivism in Practice as the Negotiation of Dilemmas: An Analysis of the Conceptual, Pedagogical, Cultural, and Political Challenges Facing Teachers1,132 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games1,031 cited
  • 1971The Discovery of Grounded Theory: Strategies for Qualitative Research.833 cited
  • 2017A Practical Guide to Collaborative Qualitative Data Analysis808 cited
  • 2005Playing and Making Games for Learning630 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review599 cited
  • 1995Minds in play: computer game design as a context for children's learning

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566 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?535 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
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