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Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review
16 references·1 citing·40 second hop
Three decades of game-based learning in science and mathematics education: an integrated bibliometric analysis and systematic review (2021)Three decades of game-based learning in s…Digital Game-Based Learning (2020)Digital Game-Based LearningEffects of game‐based learning on students' mathematics achievement: A meta‐analysis (2019)Effects of game‐based learnin…A scoping review of research on digital game-based language learning (2018)A scoping review of research …Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies (2015)Seamless flipped learning: a …An Introduction to Discourse Analysis (2014)An Introduction to Discourse …A mobile gamification learning system for improving the learning motivation and achievements (2014)A mobile gamification learnin…Meaningful assessment of learners' understandings about scientific inquiry-The views about scientific inquiry (VASI) questionnaire (2013)Meaningful assessment of lear…Game-Based Learning in Science Education: A Review of Relevant Research (2013)Game-Based Learning in Scienc…A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)A mixed methods assessment of…An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)An online game approach for i…A meta-analytic review of the role of instructional support in game-based learning (2012)A meta-analytic review of the…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…The Nature of Science Education for Enhancing Scientific Literacy (2007)The Nature of Science Educati…Digital game-based learning (2003)Digital game-based learningAn Introduction to Discourse Analysis: Theory and Method (1999)An Introduction to Discourse …A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges (2022)A Systematic Literature Revie…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)An exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system (2017)Re-designed flipped learning model in an academic course: The role of co-creation and co-regulation (2017)A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students’ mathematics achievement and cognitive engagement (2018)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)National Science Education Standards (1995)Education for Sustainable Development (ESD) and chemistry education (2012)The Taxonomy of Educational Objectives (2012)The meaning of ‘relevance’ in science education and its implications for the science curriculum (2013)A Multi-Perspective Reflection on How Indigenous Knowledge and Related Ideas Can Improve Science Education for Sustainability (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)The impact of gamification in educational settings on student learning outcomes: a meta-analysis (2020)Attitudes towards science: A review of the literature and its implications (2003)School Engagement: Potential of the Concept, State of the Evidence (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Enhancing Attentional Control: Lessons from Action Video Games (2019)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)Students’ perceptions about the use of video games in the classroom (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Choose Your Method: A Comparison of Phenomenology, Discourse Analysis, and Grounded Theory (2007)Understanding the science experiences of successful women of color: Science identity as an analytic lens (2007)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Discourse and Identity Construction (2011)Developing a Transliteracies Framework for a Connected World (2016)A Multilingual Perspective on Translanguaging (2017)Digital Natives, Digital Immigrants Part 1 (2001)
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References

  • 1999An Introduction to Discourse Analysis: Theory and Method6,084 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2014An Introduction to Discourse Analysis1,035 cited
  • 2014A mobile gamification learning system for improving the learning motivation and achievements648 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2015Seamless flipped learning: a mobile technology-enhanced flipped classroom with effective learning strategies625 cited
  • 2007The Nature of Science Education for Enhancing Scientific Literacy539 cited
  • 2013Game-Based Learning in Science Education: A Review of Relevant Research392 cited
  • 2013Meaningful assessment of learners' understandings about scientific inquiry-The views about scientific inquiry (VASI) questionnaire385 cited
  • 2012A meta-analytic review of the role of instructional support in game-based learning372 cited
  • 2013A mixed methods assessment of students' flow experiences during a mobile augmented reality science game368 cited
  • 2019Effects of game‐based learning on students' mathematics achievement: A meta‐analysis

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366 cited
  • 2012An online game approach for improving students’ learning performance in web-based problem-solving activities339 cited
  • 2018A scoping review of research on digital game-based language learning319 cited
  • Cited by

    • 2022A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges72 cited