2015
DOI: 10.1080/00461520.2015.1122533
|View full text |Cite
|
Sign up to set email alerts
|

Foundations of Game-Based Learning

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

25
746
0
100

Year Published

2017
2017
2023
2023

Publication Types

Select...
6
3

Relationship

0
9

Authors

Journals

citations
Cited by 1,019 publications
(871 citation statements)
references
References 129 publications
25
746
0
100
Order By: Relevance
“…This finding is interesting because it reinforces the importance of assessing the quality of innovations through the validation of the appropriate design for this type of activities (García-Peñalvo, 2015, Fidalgo-Blanco & Sein-Echaluce, 2014, Zavalza & Zavalza, 2012. In this case, the fact that the gamified challenges are attractive and achievable by the student and its design encourages the student to reach the level of desired performance (Marzano & Kendal, 2007) confirms what other studies have stipulated as facts about of gamification (Plass, Homer & Kinzer, 2015;Rincón-Flores, Ramírez-Montoya & Mena, 2016).…”
Section: Discussionsupporting
confidence: 60%
“…This finding is interesting because it reinforces the importance of assessing the quality of innovations through the validation of the appropriate design for this type of activities (García-Peñalvo, 2015, Fidalgo-Blanco & Sein-Echaluce, 2014, Zavalza & Zavalza, 2012. In this case, the fact that the gamified challenges are attractive and achievable by the student and its design encourages the student to reach the level of desired performance (Marzano & Kendal, 2007) confirms what other studies have stipulated as facts about of gamification (Plass, Homer & Kinzer, 2015;Rincón-Flores, Ramírez-Montoya & Mena, 2016).…”
Section: Discussionsupporting
confidence: 60%
“…Game-based learning uses experiential activities to meet defined learning outcomes (Plass, Homer, & Kinzer, 2015;Shaffer et al, 2005). Game-based approaches Martocchio and Webster (1992) 2.…”
Section: Game-based Experiential Learningmentioning
confidence: 99%
“…The paper footballs in this activity are triangular, similar in shape to the prolate spheroid American football or a rugby ball. Game-based learning employs experiential activities as an alternative or complementary approach to instruction and has been found to increase participant motivation, engagement, concentration, connection between theory and practice, and learning outcomes (Heineke, 1997;Plass, Homer, & Kinzer, 2015;Schiefele, 1991;Shaffer, Squire, Halverson, & Gee, 2005;Wright & Gilmore, 2012). Studying PDSA through experiential learning is consistent with the supply chain management (SCM) educational literature, which has been encouraging greater incorporation of game-based learning (e.g., Althouse & Hedges, 2015;Cyrs, 1994).…”
Section: Introductionmentioning
confidence: 99%
“…In contrast, playing prosocial video games decreases aggressive behavior, cognition, and affect, and increases prosocial behavior, cognition, and affect" [13]. Despite behavioral concerns, education researchers have found that electronic games can "facilitate learning by fostering learners' cognitive, behavioral, affective, and sociocultural engagement with the subject matter" [20].…”
Section: Benefits and Drawbacks Of Video Gamesmentioning
confidence: 99%