1996
DOI: 10.1007/bf02300540
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Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games

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Cited by 736 publications
(429 citation statements)
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References 31 publications
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“…Both Dickey [31] and Warren et al [103] report that games can increase intrinsic motivation in players. Rieber [93] claims that students view gaming as 'play', but regular learning as 'work'. Gaming has also been shown to promote cooperation among school children [38].…”
Section: Computer-supported Learning Principlesmentioning
confidence: 99%
“…Both Dickey [31] and Warren et al [103] report that games can increase intrinsic motivation in players. Rieber [93] claims that students view gaming as 'play', but regular learning as 'work'. Gaming has also been shown to promote cooperation among school children [38].…”
Section: Computer-supported Learning Principlesmentioning
confidence: 99%
“…EGames also provide input, output and feedback in real time (Rieber, 1996;Laurillard, 1998), which are used in adaptive learning, e.g., choosing the next action to take or the contextualised help provided. In order to achieve the educational objectives, we can use various interactive learning techniques − i.e., learning from mistakes, goal-oriented learning, role playing and constructivist learning (Prensky, 2001;Gee, 2003) − within and/or around the game itself.…”
Section: Integration Of Egames With Ims Ldmentioning
confidence: 99%
“…An early and long-lived category consists of commercially available video games in which there is little or no relationship between the action or narrative of the game and academic topics (Ito 2008;Rieber 1996;Squire 2006). Mathblaster is frequently held as the prototypical example of this genre, because the game's action (shooting objects) has little to do with disciplinary mathematics.…”
mentioning
confidence: 99%
“…A set of studies conducted in the 1990s took a rather different approach to integrating STEM topics and game action by asking students and teachers to design content into video games (Kafai et al 1998;Rieber 1996). In these situations students and teachers designed games that, for example, teach younger students about fractions.…”
mentioning
confidence: 99%