Scientific Habits of Mind in Virtual Worlds
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Working toward common goals often boosts motivation and engagement.
“Moreover, working toward common goals often boosts motivation and engagement [39].”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [39]
Cites
Lave, J., & Wenger, E. (1991) · Cambridge University Press eBooks · doi:10.1017/cbo9780511815355 · Cited by 33,219 · see citing works
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735 · see citing works
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A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890 · see citing works
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456 · see citing works
Immersive Interfaces for Engagement and Learning
Dede, C. (2009) · Science · doi:10.1126/science.1167311 · Cited by 1,707 · see citing works
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274 · see citing works
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
THORNE, S. L., BLACK, R. W., & SYKES, J. M. (2009) · The Modern Language Journal · doi:10.1111/j.1540-4781.2009.00974.x · Cited by 516 · see citing works
Gaming as extramural English L2 learning and L2 proficiency among young learners
Sylvén, L. K., & Sundqvist, P. (2012) · ReCALL · doi:10.1017/s095834401200016x · Cited by 468 · see citing works
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
Kafai, Y. B., & Burke, Q. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1124022 · Cited by 383 · see citing works
Adachi, P. J. C., & Willoughby, T. (2013) · Journal of Youth and Adolescence · doi:10.1007/s10964-013-9913-9 · Cited by 328 · see citing works
An empirical study on gender, video game play, academic success and complex problem solving skills
Dindar, M. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.05.018 · Cited by 101 · see citing works
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
Corredor, J., Gaydos, M., & Squire, K. (2014) · Journal of Science Education and Technology · doi:10.1007/s10956-013-9466-4 · Cited by 67 · see citing works
Does recreational computer use affect high school achievement?
Bowers, A. J., & Berland, M. (2013) · Educational Technology Research and Development · doi:10.1007/s11423-012-9274-1 · Cited by 40 · see citing works
Lai, C.-H., & Hu, P.-Y. (2025) · Information · doi:10.3390/info16060490 · Cited by 18 · see citing works
Gardeli, A., & Vosinakis, S. (2025) · Discover Education · doi:10.1007/s44217-025-00899-4 · Cited by 3 · see citing works
- Authors
- Steinkuehler, C., & Duncan, S.
- Affiliations
- University of Wisconsin–Madison (US)
- Corresponding author
- Duncan, Sean
- Venue
- Journal of Science Education and Technology
- Published
- 2008-09-03
- Volume
- 17
- Issue
- 6
- Pages
- 530-543
- ISSN
- 1059-0145 (ISSN-L)
- 1573-1839
- OpenAlex
- W2003276670
- Cited by
- 545
- References
- 2
- Citations by year
- 2026: 16 · 2025: 47 · 2024: 28 · 2023: 31 · 2022: 15 · 2021: 20 · 2020: 17 · 2019: 23 · 2018: 27 · 2017: 34 · 2016: 38 · 2015: 46 · 2014: 37 · 2013: 53 · 2012: 39
- FWCI
- 39.96
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Journal of Science Education and Technology (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Science Education and Pedagogy
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- scientific habits of mind, virtual worlds, massively multiplayer online games, World of Warcraft, online forums, game-based learning, informal learning, scientific literacy, social construction of knowledge, model-based reasoning, dispositions
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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