Effects of scaffolding in digital game-based learning on student's achievement: A three-level meta-analysis

Z Cai, P Mao, D Wang, J He, X Chen, X Fan - Educational Psychology …, 2022 - Springer
Previous empirical studies on the effect of scaffolding in game-based learning environments
have shown inconsistent findings. In this study, we conducted a meta-analysis to examine …

Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research

S Nebel, S Schneider, GD Rey - Journal of Educational Technology & …, 2016 - JSTOR
Since the field of educational videogames or serious games is not limited to games that are
specifically designed for educational purposes, videogames such as Minecraft have …

Game-based learning in science education: A review of relevant research

MC Li, CC Tsai - Journal of Science Education and Technology, 2013 - Springer
The purpose of this study is to review empirical research articles regarding game-based
science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified …

[KNJIGA][B] Theoretical foundations of learning environments

S Land, D Jonassen - 2012 - api.taylorfrancis.com
Theoretical Foundations of Learning Environments provides students, faculty, and
instructional designers with a clear, concise introduction to the major pedagogical and …

Distance Education for Teacher Training: Modes, Models, and Methods.

M Burns - Education Development Center, Inc., 2023 - ERIC
This publication is the new edition of EDC's popular 2011 guide by the same name,
completely revised to include lessons learned over the last decade, including the massive …

Matched and mismatched SOCs: A qualitative study on security operations center issues

FB Kokulu, A Soneji, T Bao, Y Shoshitaishvili… - Proceedings of the …, 2019 - dl.acm.org
Organizations, such as companies and governments, created Security Operations Centers
(SOCs) to defend against computer security attacks. SOCs are central defense groups that …

Transformational play: Using games to position person, content, and context

SA Barab, M Gresalfi… - Educational …, 2010 - journals.sagepub.com
Videogames are a powerful medium that curriculum designers can use to create narratively
rich worlds for achieving educational goals. In these worlds, youth can become scientists …

The use of serious games in science education: a review of selected empirical research from 2002 to 2013

MT Cheng, JH Chen, SJ Chu, SY Chen - Journal of computers in …, 2015 - Springer
This research aims to systematically review the empirical studies on the use of serious
games in science education from 2002 to 2013. To this end, the Science Citation Index and …

Student-centered learning environments: Foundations, assumptions and design

SM Land, MJ Hannafin, K Oliver - Theoretical foundations of …, 2012 - taylorfrancis.com
Student-centered learning environments (SCLEs)“provide interactive, complimentary
activities that enable individuals to address unique learning interests and needs, study …

Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis

M Riopel, L Nenciovici, P Potvin… - Studies in Science …, 2019 - Taylor & Francis
Serious games have become increasingly available to educators. Empirical studies and
meta-analyses have examined their impact on learning achievement. However, natural …