HARNESSING THE POWER OF GAMES IN EDUCATIONKurt D. Squire, Henry Jenkins2003-01-01article603 citationsclosedNo readable copy stored yet — this record is metadata only.Educational Games and GamificationDigital Games and MediaInnovative Teaching Methodologies in Social SciencesAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 603 citations exist upstream.References2004What Video Games Have to Teach Us about Learning and Literacy1997Hamlet on the holodeck: the future of narrative in cyberspace1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1998Inquiry, Modeling, and Metacognition: Making Science Accessible to All Students2025Arts of the Contact Zone2017The Aims of Education (1929)1992Strange weather: culture, science, and technology in the age of limits1995Science fiction audiences: watching Doctor Who and Star Trek.Cited by2010Why so serious? On the relation of serious games and learning2009The Ecology of Games: Connecting Youth, Games and Learning2013Game-Based Learning in Science Education: A Review of Relevant Research2013Effects of video-game play on information processing: A meta-analytic investigation2015A Systematic Review of Serious Games in Training Health Care Professionals2009Moving learning games forward2011Embedding game-based problem-solving phase into problem-posing system for mathematics learning2016Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu