Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.
By Richard N. Van Eck. 2006
1,348 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/ca0dad9d314e45efb56d7aa01dd92a958d1fb592
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Citations in the corpus
- A case study of computer gaming for math: Engaged learning from gameplay? (2008, background): “According to these participants, a learning game's engagement power would be spoiled if in this game students were asked to ''step out of the game world " to do math learning (Van Eck, 2006, p. 22).”
- E-learning, M-learning and D-learning: Conceptual definition and comparative analysis (2018, background): “…(Traxler, 2007) Situationism (Laouris and Eteokleous, 2005; Soualah-Alila et al., 2013) Game-based learning (Erhel and Jamet, 2013; Kiili, 2005; Van Eck, 2006; Victoria State Government, 2017) Usable (Traxler, 2007) Personal (Traxler, 2007) Accessing digital content (Littlejohn et al.,…”
- What are the learning affordances of 3-D virtual environments? (2010, methodology): “D games are being repurposed and adapted for use in classrooms (Gikas & Van Eck, 2004; Sandford, 2006; Van Eck, 2006), while new, educational games and VEs are being developed to address specific curricular content (see for example, Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; Jacobson, Kim, Lee,…”
- Educational game design for online education (2008, background): “It is interesting to note how the academic debate about whether videogames have educationalpotentialisdecreasing(Kirriemur&McFarlane,2004;Van Eck,2006).”
- Why so serious? On the relation of serious games and learning (2010, background): “Commercial off-the-shelf (COTS) games, as they are often called, can also be used for ‘serious’ purposes (Charsky and Mims 2008; Shute et al. 2009; Squire and Jenkins 2003; van Eck 2006).”
- Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game (2009, background): “According to van Eck (2006), the popularity of games together with ongoing research on the power of digital game-based learning, on the one hand, and increased disengagement of the so-called ‘net generation’or ‘digital natives’ from traditional instruction, on the other hand, are factors which…”
- From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010, background): “Yet, both edutainment and instructional computer games have received a terrible reputation for being the worst type of education, drill and practice activities masked with less than entertaining game play (Van Eck, 2006).”
- Effects of Game-Based Learning on Students’ Critical Thinking: A Meta-Analysis (2021, background): “Game construction was included as its own category (Prensky, 2008; Van Eck, 2006).”
- A social gamification framework for a K-6 learning platform (2013, background): “This is a major drawback because the scarcity of quality educational games is a strong barrier to a wider adoption in schools (Van Eck, 2006).”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “In addition, like most digital learning technologies, gamification has been suffering from "traditional" problems related to these learning technologies, such as high software development cost, teacher education, and support materials for teachers [72,73].”