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Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis
16 references·1 citing·37 second hop
Designing Serious Games for Computer Assisted Language Learning – a Framework for Development and Analysis (2008)Designing Serious Games for Computer Assi…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Understanding Video Games: The Essential Introduction (2008)Understanding Video Games: Th…Serious Games in language learning and teaching – a theoretical perspective (2007)Serious Games in language lea…Digital game‐based learning once removed: Teaching teachers (2007)Digital game‐based learning o…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Pedagogical Praxis: The Professions as Models for Postindustrial Education (2004)Pedagogical Praxis: The Profe…A literature review on games and learning (2004)A literature review on games …What video games have to teach us about learning and literacy (2003)What video games have to teac…Design Experiments in Educational Research (2003)Design Experiments in Educati…Computer Games as a Part of Children's Culture. (2003)Computer Games as a Part of C…Cultural Framing of Computer/Video Games. (2002)Cultural Framing of Computer/…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Remediation (1996)RemediationPlay in animals and humans (1986)Play in animals and humansToward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Evaluation of Serious Games, as a Tool for Education for Sustainable Development (2012)Evaluation of Serious Games, …Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Serious Games : An Overview (2007)Mind in Society: The Development of Higher Psychological Processes (1978)Video game values: Human–computer interaction and games (2006)Learning in virtual worlds: Using communities of practice to explain how people learn from play (2009)Edutainment for Sustainable Development (2014)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)On the Functions of Play and Its Role in Behavioral Development (1985)Tactical deception in primates (1988)Guided Play: Where Curricular Goals Meet a Playful Pedagogy (2013)Plugged In (2017)Video games can develop graduate skills in higher education students: A randomised trial (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)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)Professional Development and Teacher Learning: Mapping the Terrain (2004)What Happens When Teachers Design Educational Technology? The Development of Technological Pedagogical Content Knowledge (2005)Design-Based Research (2012)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Achieving transformative sustainability learning: engaging head, hands and heart (2008)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Design Experiments in Educational Research3,545 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning907 cited
  • 2008Understanding Video Games: The Essential Introduction557 cited
  • 1986Play in animals and humans423 cited
  • 2002Cultural Framing of Computer/Video Games.329 cited
  • 2004A literature review on games and learning328 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 2007Digital game‐based learning once removed: Teaching teachers244 cited
  • 1996Remediation238 cited
  • 2003Computer Games as a Part of Children's Culture.195 cited
  • 2007Serious Games in language learning and teaching – a theoretical perspective149 cited

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2004
Pedagogical Praxis: The Professions as Models for Postindustrial Education
147 cited

Cited by

  • 2012Evaluation of Serious Games, as a Tool for Education for Sustainable Development37 cited