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What video games have to teach us about learning and literacy
4 references·16 citing·44 second hop
What video games have to teach us about learning and literacy (2003)What video games have to teach us about l…A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Pedagogy of Multiliteracies…The Advancement of Learning (1994)The Advancement of LearningSituated Learning (1991)Situated LearningSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…The effect of using Kahoot! for learning – A literature review (2020)The effect of using Kahoot! f…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…The wear out effect of a game-based student response system (2014)The wear out effect of a game…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Short- and long-term benefits of cognitive training (2011)Short- and long-term benefits…My Life as a Night Elf Priest (2010)My Life as a Night Elf PriestMobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Mobile game‐based learning in…Scientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Mad City Mystery: Developing …Interactive Multimodal Learning Environments (2007)Interactive Multimodal Learni…Exploring the online reading comprehension strategies used by sixth‐grade skilled readers to search for and locate information on the Internet (2007)Exploring the online reading …The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Semiotic social spaces and affinity spaces: from The Age of Mythology to today's schools (2005)Semiotic social spaces and af…Learning by Design: Good Video Games as Learning Machines (2005)Learning by Design: Good Vide…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Multimedia Learning (2002)What Video Games Have to Teach Us about Learning and Literacy (2004)Cognitive load theory, educational research, and instructional design: some food for thought (2009)Confusion can be beneficial for learning (2012)Using multimedia for e‐learning (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (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)Experience and Education (1986)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)Our Princess Is in Another Castle (2012)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)Utilising artificial intelligence-enhanced writing mediation to develop academic writing skills in EFL learners: a qualitative study (2024)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)The maturing of gamification research (2017)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)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Improving Impact Studies of Teachers’ Professional Development: Toward Better Conceptualizations and Measures (2009)Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Discourse (2005)“Multiliteracies”: New Literacies, New Learning (2009)
this work references cited by second hop

References

  • 1991Situated Learning33,773 cited
  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1996A Pedagogy of Multiliteracies: Designing Social Futures5,568 cited
  • 1994The Advancement of Learning749 cited

Cited by

  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2007Interactive Multimodal Learning Environments1,676 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2020The effect of using Kahoot! for learning – A literature review900 cited
  • 2005Learning by Design: Good Video Games as Learning Machines829 cited
  • 2007Exploring the online reading comprehension strategies used by sixth‐grade skilled readers to search for and locate information on the Internet787 cited
  • 2011Short- and long-term benefits of cognitive training767 cited
  • 2014The wear out effect of a game-based student response system594 cited
  • 2007Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers

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563 cited
  • 2009Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game548 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 2010My Life as a Night Elf Priest520 cited
  • 2005Semiotic social spaces and affinity spaces: from The Age of Mythology to today's schools491 cited