game-based learning game-based learning
Definitionen
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Bemerkungen
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Verwandte Objeke
![]() Verwandte Begriffe (co-word occurance) |
Häufig erwähnende Personen
Häufig co-zitierte Personen

Kapp
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Moisseeva
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Steinbeck
Statistisches Begriffsnetz 
3 Einträge in Beats Blog
Zitationsgraph
Zitationsgraph (Beta-Test mit vis.js)
Zeitleiste
80 Erwähnungen 
- Mobile learning vs. traditional classroom lessons - a comparative study (D. Furió, M.-C. Juan, I. Seguí, R. Vivó)
- Digital Game-Based Learning (Marc Prensky) (2001)
- 1. The Digital Games-Based Learning Revolution
- 2. The Games Generations - How Learners Have Changed
- 5. Fun, Play and Games - What Makes Games Engaging
- 10. True Believers - Digital Game-Based Learning in The Military
- 1. The Digital Games-Based Learning Revolution
- Handbuch E-Learning - Expertenwissen aus Wissenschaft und Praxis (Andreas Hohenstein, Karl Wilbers) (2002)
- Game-based Learning - Erfahrungen mit und Perspektiven für digitale Lernspiele in der betrieblichen Bildung (Christoph Meier, Sabine Seufert) (2003)
- Game-based Learning - Erfahrungen mit und Perspektiven für digitale Lernspiele in der betrieblichen Bildung (Christoph Meier, Sabine Seufert) (2003)
- Lebenslanges (E-)Learning: Lust oder Frust? - Zum Potenzial digitaler Lernspiele für die betriebliche Bildung (Christoph Meier, Sabine Seufert) (2003)
- The use of computer and video games for learning - A review of the literature (Alice Mitchell, Carol Savill-Smith) (2004)
- 1. Introduction and overview of the literature
- New Tools for Back-to-School - Blogs, Swarms, Wikis, and Games (Educause Review October 2004, Volume 39, Number 5) (2004)
- Game Based Learning (Joel Foreman)
- Game Based Learning (Joel Foreman)
- Digital Game-Based Learning - EDUCAUSE Review, vol. 41, no. 2 (March/April 2006) (2006)
- Digital Game-Based Learning - It's Not Just the Digital Natives Who Are Restless (Richard Van Eck)
- Digital Game-Based Learning - It's Not Just the Digital Natives Who Are Restless (Richard Van Eck)
- Educause Quarterly 3/2006 (2006)
- Games and Learning (Diana G. Oblinger)
- Games and Learning (Diana G. Oblinger)
- Digital Game-Based Learning - Spielerische Elemente im E-Learning (Almut Rieke) (2007)
- Creating New Learning Experiences on a Global Scale - Second European Conference on Technology Enhanced Learning, EC-TEL 2007, Crete, Greece, September (Erik Duval, Ralf Klamma, Martin Wolpers) (2007)
- A Game-Based Adaptive Unit of Learning with IMS Learning Design and
(Pablo Moreno-Ger, Daniel Burgos, José Luis Sierra, Baltasar Fernández-Manjón) (2007)
- A Game-Based Adaptive Unit of Learning with IMS Learning Design and
- LOG IN 152: Web 2.0 in der Schule (2008)
- Von der Faszination des Web 2.0 - Ein Interview mit Beat Döbeli Honegger, dem Entwickler und Betreiber von Beats Biblionetz (Beat Döbeli Honegger, Reinhard Dietrich)
- Von der Faszination des Web 2.0 - Ein Interview mit Beat Döbeli Honegger, dem Entwickler und Betreiber von Beats Biblionetz (Beat Döbeli Honegger, Reinhard Dietrich)
- Computerspiele und Videogames in formellen und informellen Bildungskontexten (2008)
- Unterrichten mit Computerspielen - Didaktische Potenziale und Ansätze für den gezielten Einsatz in Schule und Ausbildung (Dominik Petko)
- Unterrichten mit Computerspielen - Didaktische Potenziale und Ansätze für den gezielten Einsatz in Schule und Ausbildung (Dominik Petko)
- Lara Croft meets Nicolai Grundtvig - Einsatzmöglichkeiten von Computerspielen und computerbasierten Lernspielen in der Erwachsenenbildung (Marlies Auer) (2009)
- Looking Toward the Future of Technology-Enhanced Education (Martin Ebner, Mandy Schiefner) (2009)
- 9. Digital Game-Based Learning - New Horizons of Educational Technology (Michael Kickmeier-Rust, Elke Mattheiss, Christina Steiner, Dietrich Albert)
- Interdisciplinary Models and Tools for Serious Games - Emerging Concepts and Future Directions (Richard Van Eck) (2010)
- Playful Teaching, Learning Games - New Tool for Digital Classrooms (Myint Swe Khine) (2011)
- Lehrbuch für Lernen und Lehren mit Technologien (Martin Ebner, Sandra Schön) (2011)
- 24. Game-Based Learning - Spielend Lernen? (Son Le, Peter Weber)
- 24. Game-Based Learning - Spielend Lernen? (Son Le, Peter Weber)
- The Horizon Report 2011 (Laurence F. Johnson, Rachel S. Smith, H. Willis, Alan Levine, K. Haywood) (2011)
- Game-based Learning zwischen Spiel und Ernst - Das Informations- und Motivationspotenzial von Lernspielen aus handlungstheoretischer Perspektive (Ulrich Wechselberger) (2011)
- Serious Games and Edutainment Applications (Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain) (2012)
- 2. Serious Games: A New Paradigm for Education? (Sara de Freitas, Fotis Liarokapis)
- 13. Designing and Evaluating Emotional Student Models for Game-Based Learning (Paul Mc Kevitt, Tom Lunney, Julieta Noguez, Luis Neri)
- 2. Serious Games: A New Paradigm for Education? (Sara de Freitas, Fotis Liarokapis)
- Assessment in Game-Based Learning - Foundations, Innovations, and Perspectives (Dirk Ifenthaler, Deniz Eseryel, Xun Ge) (2012)
- 2. Are All Games the Same? (P. G. Schrader, Michael McCreery)
- 3. The Role of Construct Definition in the Creation of Formative Assessments in Game-Based Learning (Brian R. Belland)
- 4. Games, Learning, and Assessment (Valerie J. Shute, Fengfeng Ke)
- 5. Three Things Game Designers Need to Know About Assessment (Robert J. Mislevy, John T. Behrens, Kristen E. Dicerbo, Dennis C. Frezzo, Patti West)
- 6. Patterns of Game Playing Behavior as Indicators of Mastery (Klaus P. Jantke)
- 7. Taking Activity-Goal Alignment into Open-Ended Environments - Assessment and Automation in Game-Based Learning (Brett E. Shelton, Mary Ann Parlin)
- 8. Information Trails - In-Process Assessment of Game-Based Learning (Christian S. Loh)
- 9. Timed Report Measures Learning - Game-Based Embedded Assessment (Debbie Denise Reese, Ralph J. Seward, Barbara G. Tabachnick, Ben A. Hitt)
- 10. Driving Assessment of Students´ Explanations in Game Dialog Using Computer-Adaptive Testing and Hidden Markov Modeling (Douglas B. Clark, Mario M. Martinez-Garza, Gautam Biswas, Richard M. Luecht)
- 11. Assessing Learning Games for School Content - The TPACK-PCaRD Framework and Methodology (Aroutis Foster)
- 12. Implementing Game-Based Learning - The MAPLET Framework as a Guide to Learner-Centred Design and Assessment (Maree Gosper, Margot McNeill)
- 13. Innovative Assessment Technologies in Educational Games Designed for Young Students (Benő Csapó, András Lörincz, Gyöngyvér Molnár)
- 14. Interactivity^3 Design and Assessment Framework for Educational Games to Promote Motivation and Complex Problem-Solving Skills (Deniz Eseryel, Yu Guo, Victor Law)
- 15. Measurement Principles for Gaming (Kathleen Scalise, Mark Wilson)
- 16. Using Institutional Data to Evaluate Game-Based Instructional Designs - Challenges and Recommendations (Scott J. Warren, Chris Bigenho)
- 17. Examining Students´ Cultural Identity and Player Styles Through Avatar Drawings in a Game-Based Classroom (Jen Katz-Buonincontro, Aroutis Foster)
- 18. Measurement and Analysis of Learner´s Motivation in Game-Based E-Learning (Ioana Ghergulescu, Cristina Hava Muntean)
- 19. Assessment of Student´s Emotions in Game-Based Learning (Elena Novak, Tristan E. Johnson)
- 20. Designing for Participation in Educational Video Games (Daniel T. Hickey, Ellen Jameson)
- 21. Computer Games as Preparation for Future Learning (Rick Chan Frey)
- 2. Are All Games the Same? (P. G. Schrader, Michael McCreery)
- Research on e-Learning and ICT in Education (Athanassios Jimoyiannis) (2012)
- 17. Games-Based Learning and Web 2.0 Technologies in Education - Motivating the ''Learner' Generation (Mark Stansfield, Thomas Connolly, Thomas Hainey, Gavin Baxter)
- 17. Games-Based Learning and Web 2.0 Technologies in Education - Motivating the ''Learner' Generation (Mark Stansfield, Thomas Connolly, Thomas Hainey, Gavin Baxter)
- The Gamification of Learning and Instruction - Game-based Methods and Strategies for Training and Education (Karl M. Kapp) (2012)
- Games, Learning, and Society - Learning and Meaning in the Digital Age (Constance Steinkuehler, Kurt Squire) (2012)
- The Horizon Report 2012 - Higher Education Edition (Laurence F. Johnson, S. Adams, M. Cummins) (2012)
- The Gamification of Learning and Instruction Fieldbook - Ideas into Practice (Karl M. Kapp) (2013)
- Bildung Schweiz 11a/2013 (2013)
- Handbook of Research on Educational Communications and Technology - 4th edition (J. Michael Spector, M. David Merrill, Jan Elen, M. J. Bishop) (2014)
- 38. Game-Based Learning (Sigmund Tobias, J. Dexter Fletcher, Alexander P. Wind)
- 38. Game-Based Learning (Sigmund Tobias, J. Dexter Fletcher, Alexander P. Wind)
- SIGCSE 2014 - The 45th ACM Technical Symposium on Computer Science Education, SIGCSE '14, Atlanta, GA, USA - March 05 - 08, 2014 (J. D. Dougherty, Kris Nagel, Adrienne Decker, Kurt Eiselt) (2014)
- Developing a game-based learning curriculum for «Big Data» in middle school (abstract only) (Allison G. Martínez-Arocho, Philip Sheridan Buffum, Kristy Elizabeth Boyer) (2014)
- Durch Stärkung der Digitalen Bildung Medienkompetenz fördern und digitale Spaltung überwinden - Antrag der Fraktionen der CDU/CSU und SPD im deutschen Bundestag (2015)
- Unter dem Joch der Digitalisten (Ralf Lankau) (2015)
- Individuell fördern mit digitalen Medien - Chancen, Risiken, Erfolgsfaktoren (Bertelsmann Stiftung) (2015)
- Chancen und Risiken digitaler Medien in der Schule - Medienpädagogische und -didaktische Perspektiven (Heike Schaumburg) (2015)
- Chancen und Risiken digitaler Medien in der Schule - Medienpädagogische und -didaktische Perspektiven (Heike Schaumburg) (2015)
- Mobile Learning Design - Theories and Application (Daniel Churchill, Jie Lu, Thomas K.F. Chiu, Bob Fox) (2016)
- 5. Educational Apps Ontology (Michele Notari, Michael Hielscher, Mark King)
- 5. Educational Apps Ontology (Michele Notari, Michael Hielscher, Mark King)
- Research Evidence on the Use of Learning Analytics (Riina Vuorikari, Jonatan Castaño Muñoz, Rebecca Ferguson, Andrew Brasher, Doug Clow, Adam Cooper, Garron Hillaire, Jenna Mittelmeier, Bart Rienties, Thomas Ullmann) (2016)
- Digitale Medien in der Bildung - Endbericht zum TA-Projekt (Steffen Albrecht, Christoph Revermann) (2016)
- DeLFI 2016 - Die 14. E-Learning Fachtagung Informatik (Ulrike Lucke, Andreas Schwill, Raphael Zender) (2016)
- Design eines Spiels zum Lernen von Informationskompetenz (Linda Eckardt, Susanne Robra-Bissantz)
- Design eines Spiels zum Lernen von Informationskompetenz (Linda Eckardt, Susanne Robra-Bissantz)
- Tomorrow's Learning: Involving Everyone. Learning with and about Technologies and Computing - 11th IFIP TC 3 World Conference on Computers in Education, WCCE 2017, Dublin, Ireland, July 3-6, 2017 (Arthur Tatnall, Mary Webb) (2017)
- 1. Changing Rationales for Computers in Education - From Liberation to Involvement (Steve Kennewell)
- 7. Game-Play: Effects of Online Gamified and Game-Based Learning on Dispositions, Abilities and Behaviours of Primary Learners (Jawaher Alghamdi, Charlotte Holland)
- 8. For ARGument’s Sake! - The Pros and Cons of Alternate Reality Gaming in Higher Education (Katerina Economides)
- 1. Changing Rationales for Computers in Education - From Liberation to Involvement (Steve Kennewell)
- DeLFI 2017 (Christoph Igel, Carsten Ullrich, Martin Wessner) (2017)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 13. Bridging Formal and Informal Learning Through Technology in the Twenty-First Century: Issues and Challenges (Cathy Lewin, Amina Charania)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- 60. Evaluating Games for Classroom Use (Katrin Becker)
- 13. Bridging Formal and Informal Learning Through Technology in the Twenty-First Century: Issues and Challenges (Cathy Lewin, Amina Charania)
- Handbuch Mobile Learning (Claudia de Witt, Christina Gloerfeld) (2018)
- 9. Mobile Learning und Mobile Game-based Learning (Ansgar Gerlicher, Tobias Jordine)
- 9. Mobile Learning und Mobile Game-based Learning (Ansgar Gerlicher, Tobias Jordine)
- EdMedia 2018 (2018)
- Conceptual Gaps in Mathematics as a Research Base for a Successful Game-based Mathematics Intervention (Karin M. Wiburg, Carolyn Raynor)
- Conceptual Gaps in Mathematics as a Research Base for a Successful Game-based Mathematics Intervention (Karin M. Wiburg, Carolyn Raynor)
- Computerunterstützte Gamifizierung in der Sekundarstufe I - Konzeption und Erforschung von Maßnahmen zur Einbindung spielerischer Elemente in Lernsettings (Nando Stöcklin) (2018)
- Medien und Schule - Unterrichten mit Whiteboard, Smartphone und Co. (Heike Schaumburg, Doreen Prasse) (2018)
- Informatik für alle - 18. GI-Fachtagung Informatik und Schule (Arno Pasternak) (2019)
- Pair Programming im Klassenraum (Maximilian Marowsky, Paul Ohm, Julian Dierker)
- Pair Programming im Klassenraum (Maximilian Marowsky, Paul Ohm, Julian Dierker)
- Non-Formal and Informal Science Learning in the ICT Era (Michail N. Giannakos) (2020)
- Digitalisierung, Künstliche Intelligenz und Robotik - Eine Einführung für Schule und Unterricht (Inez De Florio-Hansen) (2020)
- Game-based Learning - on. Lernen in der digitalen Welt Nr. 4/2021 (2021)
- Digitales Lehren und Lernen (Jörg Zumbach) (2021)
- DELFI 2021 (Andrea Kienle, Andreas Harrer, Jörg M. Haake, Andreas Lingnau) (2021)
- Entwicklung und Einsatz eines Programmierlernspiels (Paul Gamper, Ulrik Schroeder, Birte Heinemann)
- The Impact of Guidance and Feedback in Game-Based Computational Thinking Environments (Sven Manske, Alexia Feier, Philip Frese, Pia Hölzel, Maurice Iffländer Rodriguez, Joshua Körner, Aron Lichte, Lena Otto Lena Otto de Mentock, Melinda Kocak, Natalia Szymczyk, Dilan Temel, Mathis Haefs, Nina Kersting, Rebekka C. Liewald, Daniel Bodemer)
- Minimal-invasive Messung lernrelevanter Parameter für den Einsatz im Game-based Learning (Dietmar Zoerner, Paul Beschorner, Lars Michel, Ulrike Lucke)
- Entwicklung und Einsatz eines Programmierlernspiels (Paul Gamper, Ulrik Schroeder, Birte Heinemann)
- bildung + schuledigital 2/2023 (2023)
- Technology in education: A Tool on whose Terms? (UNESCO United Nations Educational, Scientific and Cultural Org.) (2023)