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Modifying Board Games in Alignment with State Standards to Develop the Geographic Literacy of Elementary Level Learners
14 references·0 citing·43 second hop
Modifying Board Games in Alignment with State Standards to Develop the Geographic Literacy of Elementary Level Learners (2022)Modifying Board Games in Alignment with S…Issues in Teacher Education (2016)Issues in Teacher EducationThe Pedagogical Benefits of SimCity in Urban Geography Education (2015)The Pedagogical Benefits of S…A Model of Climate Policy Using Board Game Mechanics (2015)A Model of Climate Policy Usi…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Teaching Geographic Concepts Through Fieldwork and Competition (2011)Teaching Geographic Concepts …Digital Simulation Games for Social Studies Classrooms (2010)Digital Simulation Games for …Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…A literature review on games and learning (2004)A literature review on games …The Nation's Report Card: Geography 2001 (2002)The Nation's Report Card: Geo…Computer Games, Education And Interfaces: The E-GEMS Project (1999)Computer Games, Education And…Geography for Life: National Geography Standards, 1994. (1996)Geography for Life: National …The Practice of Social Research. (1976)The Practice of Social Resear…Flow: the psychology of optimal experience (1990)Digital Natives, Digital Immigrants Part 1 (2001)Using thematic analysis in psychology (2006)Teaching Cultural Geography with The Amazing Race (2016)Commercial city building games as pedagogical tools: what have we learned? (2021)Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks (2022)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Digital Games in Education (2007)Aptitude, Learning, and Instruction (2021)Video Games and Learning (2022)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)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of video-game play on information processing: A meta-analytic investigation (2013)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Digital game‐based learning once removed: Teaching teachers (2007)Game immersion experience: its hierarchical structure and impact on game‐based science learning (2014)Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Content analysis: Method, applications, and issues (1992)Three Approaches to Qualitative Content Analysis (2005)BUSINESS RESEARCH METHODS (PHƯƠNG PHÁP NGHIÊN CỨU TRONG KINH DOANH) (2023)Climate Change in the Classroom: Patterns, Motivations, and Barriers to Instruction Among Colorado Science Teachers (2010)Geographic Education for Sustainability: Developing a Bi-national Geographical Thinking Curriculum (2017)The Impact of Paper Versus Digital Map Technology on Students' Spatial Thinking Skill Acquisition (2017)Cooperating Teacher Participation in Teacher Education (2013)Pedagogical Language Knowledge (2013)Advancing Elementary and Middle School STEM Education (2017)
this work references cited by second hop

References

  • 1976The Practice of Social Research.7,194 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2016Issues in Teacher Education594 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2004A literature review on games and learning328 cited
  • 1996Geography for Life: National Geography Standards, 1994.212 cited
  • 2015The Pedagogical Benefits of SimCity in Urban Geography Education57 cited
  • 2010Digital Simulation Games for Social Studies Classrooms54 cited
  • 2015A Model of Climate Policy Using Board Game Mechanics47 cited
  • 1999Computer Games, Education And Interfaces: The E-GEMS Project44 cited
  • 2011Teaching Geographic Concepts Through Fieldwork and Competition42 cited
  • 2002The Nation's Report Card: Geography 200134 cited

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