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The use of Digital Game-Based Learning (DGBL) in teachers’ training: a scoping review
16 references·0 citing·42 second hop
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References

  • 2018PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation43,318 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 2018Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach11,351 cited
  • 2003Digital game-based learning3,104 cited
  • 2013Professional competence of teachers: Effects on instructional quality and student development.1,551 cited
  • 2010Fundamentals of game design1,226 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2020Coronavirus pushes education online479 cited
  • 2020Continuance Intentions to Use Gamification for Training in Higher Education: Integrating the Technology Acceptance Model (TAM), Social Motivation, and Task Technology Fit (TTF)261 cited
  • 2007Digital game‐based learning once removed: Teaching teachers244 cited
  • 2016Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu235 cited
  • 2022Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills225 cited
  • 2022Digital era 4.0198 cited
  • 2019Game-based learning pedagogy: a review of the literature

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144 cited
  • 2017Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games.102 cited
  • 2022Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis96 cited
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