-
1
-
-
84897730887
-
Cognitive outcomes from the game-design and learning (GDL) after-school program
-
Akcaoglu, M., & Koehler, M. J. (2014). Cognitive outcomes from the game-design and learning (GDL) after-school program. Computers & Education, 75, 72-81.
-
(2014)
Computers & Education
, vol.75
, pp. 72-81
-
-
Akcaoglu, M.1
Koehler, M.J.2
-
3
-
-
84957888891
-
Digital games, design, and learning: A systematic review and meta-analysis
-
Clark, D. B., Tanner-Smith, E., & Killingsworth, S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122.
-
(2016)
Review of Educational Research
, vol.86
, Issue.1
, pp. 79-122
-
-
Clark, D.B.1
Tanner-Smith, E.2
Killingsworth, S.3
-
4
-
-
85049287266
-
Simulations, games, and modeling tools for learning
-
F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), New York: Routledge
-
de Jong, T., Lazonder, A., Pedaste, M., & Zacharia, Z. (2018). Simulations, games, and modeling tools for learning. In F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), International handbook of the learning sciences. New York: Routledge.
-
(2018)
International handbook of the learning sciences.
-
-
de Jong, T.1
Lazonder, A.2
Pedaste, M.3
Zacharia, Z.4
-
5
-
-
84905645648
-
Pair programming: Under what conditions is it advanta-geous for middle school students?
-
Denner, J., Werner, L., Campe, S. & Ortiz, E. (2014). Pair programming: Under what conditions is it advanta-geous for middle school students? Journal of Research on Technology in Education, 46(3), 277-296.
-
(2014)
Journal of Research on Technology in Education
, vol.46
, Issue.3
, pp. 277-296
-
-
Denner, J.1
Werner, L.2
Campe, S.3
Ortiz, E.4
-
6
-
-
80052546574
-
Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?
-
Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers & Education, 58(1), 240-249.
-
(2012)
Computers & Education
, vol.58
, Issue.1
, pp. 240-249
-
-
Denner, J.1
Werner, L.2
Ortiz, E.3
-
8
-
-
84940437148
-
The programmers’ collective: Fostering participatory culture by making music videos in a high school Scratch coding workshop
-
Fields, D. A., Vasudevan, V., Kafai, Y. B. (2015). The programmers’ collective: Fostering participatory culture by making music videos in a high school Scratch coding workshop. Interactive Learning Environments, 23(5), 1-21.
-
(2015)
Interactive Learning Environments
, vol.23
, Issue.5
, pp. 1-21
-
-
Fields, D.A.1
Vasudevan, V.2
Kafai, Y.B.3
-
9
-
-
77951672952
-
Gamestar Mechanic: Learning a designer mindset through communicational competence with the language of games
-
Games, I. A. (2010). Gamestar Mechanic: Learning a designer mindset through communicational competence with the language of games. Learning, Media and Technology, 35(1), 31-52.
-
(2010)
Learning, Media and Technology
, vol.35
, Issue.1
, pp. 31-52
-
-
Games, I.A.1
-
10
-
-
84957402904
-
Video Game Making and Modding
-
B. Guzzetti and M. Lesley (Eds), Hershey, PA: IGI Global
-
Gee, E. R., & Tran, K. (2015). Video Game Making and Modding. In B. Guzzetti and M. Lesley (Eds), Handbook of research on the societal impact of digital media (pp. 238-267). Hershey, PA: IGI Global.
-
(2015)
Handbook of research on the societal impact of digital media
, pp. 238-267
-
-
Gee, E.R.1
Tran, K.2
-
12
-
-
85000692268
-
Children’s media making, but not sharing: The potential and limitations of child-specific DIY media websites for a more inclusive media landscape
-
Grimes. S. M & Fields, D. A. (2015). Children’s media making, but not sharing: The potential and limitations of child-specific DIY media websites for a more inclusive media landscape. Media International Australia, 154, 112-122.
-
(2015)
Media International Australia
, vol.154
, pp. 112-122
-
-
Grimes, S.M.1
Fields, D.A.2
-
13
-
-
85049286549
-
The Maker Movement and learning
-
F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), New York: Routledge
-
Halverson, E., & Peppler, K. (2018). The Maker Movement and learning. In F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), International handbook of the learning sciences (pp. 285-294). New York: Routledge.
-
(2018)
International handbook of the learning sciences
, pp. 285-294
-
-
Halverson, E.1
Peppler, K.2
-
14
-
-
84902551958
-
Constructible authentic representations: Designing video games that enable players to utilize knowledge developed in-game to reason about science
-
Holbert, N. R., & Wilensky, U. (2014). Constructible authentic representations: Designing video games that enable players to utilize knowledge developed in-game to reason about science. Technology, Knowledge and Learning, 19, 53-79.
-
(2014)
Technology, Knowledge and Learning
, vol.19
, pp. 53-79
-
-
Holbert, N.R.1
Wilensky, U.2
-
15
-
-
84958557061
-
-
Pittsburgh, PA: ETC Press
-
Holden, C., Dikkers, S., Marin, J., Litts, B., et al. (Eds.). (2015). Mobile media learning: Innovation and inspiration. Pittsburgh, PA: ETC Press.
-
(2015)
Mobile media learning: Innovation and inspiration.
-
-
Holden, C.1
Dikkers, S.2
Marin, J.3
Litts, B.4
-
18
-
-
84957794324
-
Constructionist gaming: Understanding the benefits of making games for learning
-
Kafai, Y. B., & Burke, Q. (2015). Constructionist gaming: Understanding the benefits of making games for learning. Educational Psychologist, 50(4), 313-334.
-
(2015)
Educational Psychologist
, vol.50
, Issue.4
, pp. 313-334
-
-
Kafai, Y.B.1
Burke, Q.2
-
20
-
-
84892546264
-
An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing
-
Ke, F. (2014). An implementation of design-based learning through creating educational computer games: A case study on mathematics learning during design and computing. Computers and Education, 73, 26-39.
-
(2014)
Computers and Education
, vol.73
, pp. 26-39
-
-
Ke, F.1
-
21
-
-
80051972834
-
The promise of play: A new approach to productive play
-
Lindtner, S., & Dourish, P. (2011). The promise of play: A new approach to productive play. Games and Culture, 6(5), 453-478.
-
(2011)
Games and Culture
, vol.6
, Issue.5
, pp. 453-478
-
-
Lindtner, S.1
Dourish, P.2
-
24
-
-
67650248265
-
Computer game development as a literacy activity
-
Owston, R., Wideman, H., Ronda, N. S., & Brown, C. (2009). Computer game development as a literacy activity. Computers & Education, 53, 977-989.
-
(2009)
Computers & Education
, vol.53
, pp. 977-989
-
-
Owston, R.1
Wideman, H.2
Ronda, N.S.3
Brown, C.4
-
26
-
-
84929208752
-
Scalable game design: A strategy to bring systemic computer science education to schools through game design and simula-tion creation
-
Repenning, A., Webb, D. C., Koh, K. H., Nickerson, H., Miller, S. B., Brand, C., et al. (2015). Scalable game design: A strategy to bring systemic computer science education to schools through game design and simula-tion creation. ACM Transactions on Computing Education (TOCE), 15(2), 11.
-
(2015)
ACM Transactions on Computing Education (TOCE)
, vol.15
, Issue.2
, pp. 11
-
-
Repenning, A.1
Webb, D.C.2
Koh, K.H.3
Nickerson, H.4
Miller, S.B.5
Brand, C.6
-
27
-
-
79952818105
-
Contrasts in student engagement, meaning-making, dislikes, and chal-lenges in a discovery-based program of game design learning
-
Reynolds, R., & Caperton, I. H. (2011). Contrasts in student engagement, meaning-making, dislikes, and chal-lenges in a discovery-based program of game design learning. Educational Technology Research and Development, 59(2), 267-289.
-
(2011)
Educational Technology Research and Development
, vol.59
, Issue.2
, pp. 267-289
-
-
Reynolds, R.1
Caperton, I.H.2
-
28
-
-
84857524196
-
Making games in the classroom: Benefits and gender concerns
-
Robertson, J. (2012). Making games in the classroom: Benefits and gender concerns. Computers and Education, 59(2), 385-398.
-
(2012)
Computers and Education
, vol.59
, Issue.2
, pp. 385-398
-
-
Robertson, J.1
-
29
-
-
79957613510
-
A meta-analytic examination of the instructional effectiveness of computer-based simula-tions games
-
Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simula-tions games. Personnel Psychology, 64(2), 489-528.
-
(2011)
Personnel Psychology
, vol.64
, Issue.2
, pp. 489-528
-
-
Sitzmann, T.1
-
30
-
-
85049291023
-
Collective inquiry in communities of learners
-
F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), New York: Routledge
-
Slotta, J. D., Quintana, R., & Moher, T. (2018). Collective inquiry in communities of learners. In F. Fischer, C. E. Hmelo-Silver, S. R. Goldman, & P. Reimann (Eds.), International handbook of the learning sciences (pp. 308-317). New York: Routledge.
-
(2018)
International handbook of the learning sciences
, pp. 308-317
-
-
Slotta, J.D.1
Quintana, R.2
Moher, T.3
-
32
-
-
84954099345
-
The mismeasure of boys: Reading and online videogames
-
W. Kaminski & M. Lorber (Eds.), Munich: Kopaed Publishers
-
Steinkuehler, C. (2012). The mismeasure of boys: Reading and online videogames. In W. Kaminski & M. Lorber (Eds.), Proceedings of Game-based Learning: Clash of Realities Conference (pp. 33-50). Munich: Kopaed Publishers.
-
(2012)
Proceedings of Game-based Learning: Clash of Realities Conference
, pp. 33-50
-
-
Steinkuehler, C.1
-
33
-
-
56749156475
-
Scientific habits of mind in virtual worlds
-
Steinkuehler, C., & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education Technology, 17(6), 530-543.
-
(2008)
Journal of Science Education Technology
, vol.17
, Issue.6
, pp. 530-543
-
-
Steinkuehler, C.1
Duncan, S.2
-
34
-
-
84954173950
-
Videogames and learning
-
R. K. Sawyer (Ed.), 2nd ed, New York: Cambridge University Press
-
Steinkuehler, C., & Squire, K. (2016). Videogames and learning. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (2nd ed., pp. 377-396). New York: Cambridge University Press.
-
(2016)
The Cambridge handbook of the learning sciences
, pp. 377-396
-
-
Steinkuehler, C.1
Squire, K.2
-
35
-
-
58149356332
-
In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives
-
K. Salen (Ed.), Cambridge, MA: MIT Press
-
Stevens, R., Satwicz, T., & McCarthy, L. (2008). In-game, in-room, in-world: Reconnecting video game play to the rest of kids’ lives. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 41-66). Cambridge, MA: MIT Press.
-
(2008)
The ecology of games: Connecting youth, games, and learning
, pp. 41-66
-
-
Stevens, R.1
Satwicz, T.2
McCarthy, L.3
-
36
-
-
33846143172
-
Computer gam-ing and interactive simulations for learning: A meta-analysis
-
Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2013). Computer gam-ing and interactive simulations for learning: a meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
-
(2013)
Journal of Educational Computing Research
, vol.34
, Issue.3
, pp. 229-243
-
-
Vogel, J.J.1
Vogel, D.S.2
Cannon-Bowers, J.3
Bowers, C.A.4
Muse, K.5
Wright, M.6
-
37
-
-
77958067462
-
Effects of constructing versus playing an educational game on student motivation and deep learning strategy use
-
Vos, N., van der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56(1), 127-137.
-
(2011)
Computers & Education
, vol.56
, Issue.1
, pp. 127-137
-
-
Vos, N.1
van der Meijden, H.2
Denessen, E.3
-
38
-
-
77953601882
-
Can middle-schoolers use Storytelling Alice to make games? Results of a pilot study
-
April, New York: ACM Press
-
Werner, L., Denner, J., Bliesner, M., & Rex, P. (2009, April). Can middle-schoolers use Storytelling Alice to make games? Results of a pilot study. In Proceedings of the 4th International Conference on Foundations of Digital Games (pp. 207-214). New York: ACM Press.
-
(2009)
Proceedings of the 4th International Conference on Foundations of Digital Games
, pp. 207-214
-
-
Werner, L.1
Denner, J.2
Bliesner, M.3
Rex, P.4
-
39
-
-
84881115223
-
A meta-analysis of the cognitive and motivational effects of serious games
-
Wouters, P., van Nimwegen, C., von Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 1-17.
-
(2013)
Journal of Educational Psychology
, pp. 1-17
-
-
Wouters, P.1
van Nimwegen, C.2
von Oostendorp, H.3
van der Spek, E.D.4
-
41
-
-
84857824884
-
Our princess is another castle: A review of trends in serious gaming for education
-
Young, M. F., Slota, S., Cutter, A. R., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61-89.
-
(2012)
Review of Educational Research
, vol.82
, Issue.1
, pp. 61-89
-
-
Young, M.F.1
Slota, S.2
Cutter, A.R.3
Jalette, G.4
Mullin, G.5
Lai, B.6
|