Learning in immersive worlds: A review of game-based learning
By Sara de Freitas. 2006
568 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/df3366d624532258e6938d35a5477f5101099e4c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- María-Blanca Ibáñez-Espiga
- Angela Di Serio
- Carlos Delgado Kloos
- Mariano Alcañiz Raya
- Wilfried Admiraal
- Branden Thornhill-Miller
- Sanne F. Akkerman
- Jantina Huizenga
Citations in the corpus
- Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education (2023, background): “Games provide a unique environment for learning, as they can foster a space to freely explore possibilities and one’s own potential (de Freitas 2006).”
- What are the learning affordances of 3-D virtual environments? (2010, background): “…self) that he or she consciously or unconsciously creates within the environment is important for supporting a rich sense of psychological immersion in the performance of tasks, as well as for supporting deep levels of communication, collaboration and relationship building (de Freitas, 2006, 2008).”
- Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014, background): “IN education, engagement has been identified as a valuable indicator of students’ academic achievements [1], [2], [3], [4].”
- Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game (2009, background): “Although research on game-based learning constitutes an expanding research domain, claims that mobile games really enhance pupil learning still lack solid empirical evidence (De Freitas 2006).”
- A social gamification framework for a K-6 learning platform (2013, methodology): “Another framework for GBL was proposed by De Freitas and Oliver (2006), FDF, a four-dimensional framework for selecting and using games that may also support games’ design and development process.”
- Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010, background): “Specifically, SGs are games that integrate gaming elements with learning or training objectives (de Freitas, 2006).”
- Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009, unknown): “…interest in VEs in relation to economics (Castronova, 2001), entertainment (Boellstorff, 2008; Castronova, 2007; Johnson, 2005), education (e.g., de Freitas, 2006; Gee, 2003, 2005, 2007; Jenkins & Squire, 2004; Salen, 2008; Steinkuehler, 2004, 2007, 2008a), and, to a lesser extent, L2 use and…”