Digital Game-Based Learning
By William A. Sadera, Qing Li, Liyan Song, Leping Liu. 2014
2,068 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/92f02267d94025091507343d48fb89efdd6cd198
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Gwo-Jen Hwang
- Di Zou
- Karen R. Clark
- Meihua Qian
- Chin-Chung Tsai
- Po-Han Wu
- Chi-Chang Chen
- Jan L. Plass
Citations in the corpus
- Game-Based Learning in Science Education: A Review of Relevant Research (2013, background): “Since digital games are thought to provide engaging experience for players (Gee 2007; Jayakanthan 2002; Prensky 2001; Rieber et al. 1998), engagement in learning is another learning focus under (2003), it is also important to take situations or contexts into account when students learn or use…”
- Game-based Learning and 21st century skills: A review of recent research (2016, background): “…where game content and game play enhance knowledge and skills acquisition, and where game activities involve problem solving spaces and challenges that provide players/learners with a sense of achievement (e.g., Kirriemuir & McFarlane, 2004; McFarlane, Sparrowhawk, & Heald, 2002; Prensky, 2001).”
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, background): “It consists of six skills, that is, identifying the nature of the problem, determining problem-solving steps, determining problemsolving strategies, choosing appropriate information, allocating proper resources, and monitoring the problem-solving process (Sternberg, 1988). Owing to the popularity of”
- Foundations of Game-Based Learning (2015, background): “Some advocates go even further and make the case that game-based learning involves processes that differ to such an extent from learning in other forms (such as classroom instruction) that they should be described as a unique model or theory of learning (Gee, 2003; Prensky, 2003).”
- Digital game-based vocabulary learning: where are we and where are we going? (2019, background): “According to Prensky (2007), digital games involve key factors such as goals, entertainment, challenge, outcomes and interaction or competition.”
- Gameplay Engagement and Learning in Game-Based Learning (2015, positive): “…2012; Swan, 2003) and has been the subject of an increasing number of studies on educational games (Bouvier, Lavoue, Sehaba, & George, 2013; Clark, Tanner-Smith, Killingsworth, & Bellamy, 2013; Connolly, Boyle, MacAuthor, Hainey, & Boyle, 2012; Markey, Leeder, & St. Jean, 2011; Prensky, 2003).”
- A meta-analysis of the cognitive and motivational effects of serious games (2013, methodology): “In addition, games constantly provide feedback, either as a score or as changes in the game world, to enable players to monitor their progress toward the goal (Prensky, 2001).”
- Integrating augmented reality technology to enhance children’s learning in marine education (2015, background): “Scholars have suggested that digital games will emerge in the future as an established model of learning (Gee 2003; Hong et al. 2009; Hwang and Wu 2012; Prensky 2000).”
- Toward a Taxonomy Linking Game Attributes to Learning (2012, background): “Interaction (equipment) is the extent to which the game changes in response to player’s actions (Prensky, 2001).”
- Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation (2012, background): “Given the innate interest that children have for games (Prensky, 2001), digital games are generally believed to positively in fl uence motivation.”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “Among the most successful approaches are digital games because they can potentially create engaging learning experiences for students when coupled with effective pedagogy [6], [7], [8].”