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Minecraft in Education Benefits Learning and Social Engagement
16 references·1 citing·41 second hop
Minecraft in Education Benefits Learning and Social Engagement (2021)Minecraft in Education Benefits Learning …Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…The Routledge International Handbook of Young Children's Thinking and Understanding (2014)The Routledge International H…A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)A systematic review of quanti…Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…Origin of Intelligence in the Child (2013)Origin of Intelligence in the…Video games and learning: teaching and participatory culture in the digital age (2012)Video games and learning: tea…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The learning-by-doing principle. (2011)The learning-by-doing princip…Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Preferred reporting items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Children's Minds (1978)Children's MindsThe Aims of Education and Other Essays. (1931)The Aims of Education and Oth…Mental Development in the Child and the Race (1895)Mental Development in the Chi…Metaverse and education: the pioneering case of Minecraft in immersive digital learning (2022)Metaverse and education: the …Intrinsic Motivation and Self-Determination in Human Behavior (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow: the psychology of optimal experience (1990)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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References

  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement83,813 cited
  • 2009Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement.44,857 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1978Children's Minds1,859 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 1931The Aims of Education and Other Essays.1,184 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2013Origin of Intelligence in the Child748 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
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  • 2012Video games and learning: teaching and participatory culture in the digital age410 cited
  • 1895Mental Development in the Child and the Race325 cited
  • 2014A systematic review of quantitative studies on the enjoyment of digital entertainment games211 cited
  • 2014The Routledge International Handbook of Young Children's Thinking and Understanding195 cited

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  • 2011The learning-by-doing principle.180 cited
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    • 2022Metaverse and education: the pioneering case of Minecraft in immersive digital learning35 cited