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Werewolf on campus: A case study in inoculation theory and gamified one-shot library instruction
9 references·0 citing·46 second hop
Werewolf on campus: A case study in inoculation theory and gamified one-shot library instruction (2023)Werewolf on campus: A case study in inocu…Misinformation: susceptibility, spread, and interventions to immunize the public (2022)Misinformation: susceptibilit…Is the Library One-Shot Effective? A Meta-Analytic Study (2022)Is the Library One-Shot Effec…When Problem Solving Followed by Instruction Works: Evidence for Productive Failure (2021)When Problem Solving Followed…Countering Misinformation and Fake News Through Inoculation and Prebunking (2021)Countering Misinformation and…Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Between Level Up and Game Ove…Good News about Bad News: Gamified Inoculation Boosts Confidence and Cognitive Immunity Against Fake News (2020)Good News about Bad News: Gam…Anatomy of STEM teaching in North American universities (2018)Anatomy of STEM teaching in N…The effect of gamification on motivation and engagement (2017)The effect of gamification on…Role-play simulations for climate change adaptation education and engagement (2016)Role-play simulations for cli…Serious Games (1970)Dilemmas in a general theory of planning (1973)Narrowing the climate information usability gap (2012)An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)Serious Gaming for Climate Adaptation—Assessing the Potential and Challenges of a Digital Serious Game for Urban Climate Adaptation (2020)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(2022)Cognitive Load Theory in Computing Education Research: A Review (2022)Making Sense of Generative Learning (2023)The case for motivated reasoning. (1990)Social Media and Fake News in the 2016 Election (2017)Psychological Inoculation against Misinformation: Current Evidence and Future Directions (2022)Combating misinformation in the age of LLMs: Opportunities and challenges (2024)Quantifying the impact of misinformation and vaccine-skeptical content on Facebook (2024)The file drawer problem and tolerance for null results. 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References

  • 2017The effect of gamification on motivation and engagement887 cited
  • 2018Anatomy of STEM teaching in North American universities771 cited
  • 2021Countering Misinformation and Fake News Through Inoculation and Prebunking770 cited
  • 2022Misinformation: susceptibility, spread, and interventions to immunize the public568 cited
  • 2021Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education508 cited
  • 2020Good News about Bad News: Gamified Inoculation Boosts Confidence and Cognitive Immunity Against Fake News368 cited
  • 2016Role-play simulations for climate change adaptation education and engagement213 cited
  • 2021When Problem Solving Followed by Instruction Works: Evidence for Productive Failure212 cited
  • 2022Is the Library One-Shot Effective? A Meta-Analytic Study22 cited

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