SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers
16 references·0 citing·48 second hop
Using a Cooperative Educational Game to Promote Pro-Environmental Engagement in Future Teachers (2021)Using a Cooperative Educational Game to P…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Gamification and student motivation (2014)Gamification and student moti…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Qualitative Content Analysis in Practice (2012)Qualitative Content Analysis …Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Cognitive and Social Constructivism: Developing Tools for an Effective Classroom. (2009)Cognitive and Social Construc…Barriers perceived to engaging with climate change among the UK public and their policy implications (2007)Barriers perceived to engagin…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…How Computer Games Help Children Learn (2006)How Computer Games Help Child…A grounded investigation of game immersion (2004)A grounded investigation of g…What video games have to teach us about learning and literacy (2003)What video games have to teac…Toward an Understanding of Definitions and Measures of School Engagement and Related Terms (2003)Toward an Understanding of De…Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. (1993)Motivation in the classroom: …Competence, autonomy, and relatedness: A motivational analysis of self-system processes. (1991)Competence, autonomy, and rel…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Stress, appraisal, and coping (1985)The theory of planned behavior (1991)“Fear Won't Do It” (2009)Communicating climate change: history, challenges, process and future directions (2009)The Psychological Distance of Climate Change (2011)Stress: Appraisal and Coping (2013)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)An Attributional Theory of Motivation and Emotion (1986)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational and self-regulated learning components of classroom academic performance. (1990)Sense of relatedness as a factor in children's academic engagement and performance. (2003)Handbook of Motivation at School (2009)The Influence of Affective Teacher–Student Relationships on Students’ School Engagement and Achievement (2011)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Handbook of Game-Based Learning. (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Foundations of online learning: Challenges and opportunities (2022)Situated Cognition and the Culture of Learning (1989)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Gamifying learning experiences: Practical implications and outcomes (2013)Students' Need for Belonging in the School Community (2000)Relationships Matter: Linking Teacher Support to Student Engagement and Achievement (2004)Qualitative Content Analysis (2014)Methodological challenges in qualitative content analysis: A discussion paper (2017)Can I use TA? Should I use TA? Should I not use TA? Comparing reflexive thematic analysis and other pattern‐based qualitative analytic approaches (2020)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2012Qualitative Content Analysis in Practice5,796 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1993Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year.3,427 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2007Barriers perceived to engaging with climate change among the UK public and their policy implications2,028 cited
  • 1991Competence, autonomy, and relatedness: A motivational analysis of self-system processes.1,875 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2014Gamification and student motivation884 cited
  • 2003Toward an Understanding of Definitions and Measures of School Engagement and Related Terms811 cited
  • 2009Cognitive and Social Constructivism: Developing Tools for an Effective Classroom.

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

785 cited
  • 2012Our Princess Is in Another Castle737 cited
  • Cited by

    No citing works inside the corpus for this window.