The DOI matches its Crossref record; 7 of the 7 references it cites were found in a registry or an index.
Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
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Citations
Cites
Situated Cognition and the Culture of Learning
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“These misconceptions are all unfortunate because the extensive research on play with children and adults in anthropology, psychology, and education indicates that play is an important mediator for learning and socialization throughout life ( Blanchard & Cheska, 1985; Csikszentmihalyi, 1990; Provost, 1990; Yawkey & Pel…”
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Self-citation
Cited by
What is user engagement? A conceptual framework for defining user engagement with technology
O'Brien, H. L., & Toms, E. G. (2008) · Journal of the American Society for Information Science and Technology · doi:10.1002/asi.20801 · Cited by 1,397
“Play is the physical activity that encourages learning and creativity, develops and satisfies psychological and social needs, and involves aspects of competition and collaboration (Rieber, 1996).”
From Content to Context: Videogames as Designed Experience
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Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009) · Simulation & Gaming · doi:10.1177/1046878108321866 · Cited by 524
Video Games in Health Care: Closing the Gap
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Studying Gamification: The Effect of Rewards and Incentives on Motivation
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Handbook of Research on Effective Electronic Gaming in Education
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A Qualitative Meta-Analysis of Computer Games as Learning Tools
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How features of educational technology applications affect student reading outcomes: A meta-analysis
Cheung, A. C. K., & Slavin, R. E. (2012) · Educational Research Review · doi:10.1016/j.edurev.2012.05.002 · Cited by 307
Game object model version II: a theoretical framework for educational game development
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Effectiveness of MMORPG-based instruction in elementary English education in Korea
Suh, S., Kim, S. W., & Kim, N. J. (2010) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2010.00353.x · Cited by 190
Lalmas, M., O’Brien, H., & Yom-Tov, E. (2015) · Synthesis Lectures on Information Concepts, Retrieval, and Services · doi:10.1007/978-3-031-02289-0 · Cited by 192
A Brief History of Serious Games
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Video gameplay, personality and academic performance
Ventura, M., Shute, V., & Kim, Y. J. (2012) · Computers & Education · doi:10.1016/j.compedu.2011.11.022 · Cited by 105
Bawa, P. (2019) · Journal of Educational Technology Systems · doi:10.1177/0047239518804173 · Cited by 92
Stealth assessment in computer-based games to support learning
Shute, V. J. (2011) · Computer Games and Instruction · doi:10.1108/978-1-61735-410-620251025 · Cited by 43
Metadata
- Authors
- Rieber, L. P.
- Venue
- Educational Technology Research and Development
- Published
- 1996-06
- Volume
- 44
- Issue
- 2
- Pages
- 43-58
- ISSN
- 1042-1629 (ISSN-L)
- 1556-6501
- OpenAlex
- W2018548598
- Cited by
- 999
- References
- 7
- FWCI
- 6.94
- Type
- journal article
- Language
- en
- Open access
- closed
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.