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Playing and Making Games for Learning

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Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.5860/choice.31-1648openalex-snapshot
The children's machine: rethinking school in the age of the computer
inferredcites →https://doi.org/10.5860/choice.32-5200openalex-snapshot
Minds in play: computer game design as a context for children's learning

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Digital Media’s Transformative Role in Education: Beyond Potential to Essential
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Gaming in the Classroom and Beyond: Breaking Down the Barriers to Gamified Language Learning
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Decade of Game Making for Learning: From Tools to Communities
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Tabletop Role‐Playing as a Gamification of a Case Study in Management Control
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Social Networks and Games
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A Patterns Approach to Connecting the Design and Deployment of Mathematical Games and Simulations
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What Computing Students Can Learnby Developing Their Own Serious Games
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Measurement Principles for Gaming
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Designing for Participation in Educational Video Games
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Game Design as a context for Learning in Cultural Institutions
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Problem Solving Through Video Game Creation
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Why Should I Play This Game? The Role of Motivation in Smart Pedagogy
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A Learning Path in Support of Computational Thinking in the Last Years of Primary School
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Teaching Educational Game Design: Expanding the Game Design Mindset with Instructional Aspects
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Digital Games as Learning Tools: Mapping the Perspectives and Experience of Student Teachers in Greek Universities
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iBUAT: Paper Prototyping of Interactive Game Design Authoring Tool for Children
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Constructionism: Theory of Learning or Theory of Design?
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Authoring of Digital Games via Card Games: Make Playful Play Happen
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Students as Game Designers: Learning by Creating Game Narratives in the Classroom
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Educational Gaming: Improved Integration Using Standard Gaming Genres
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Science Battle
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inferred← citeshttps://doi.org/10.1007/978-3-319-74310-3_6openalex-snapshot
Health-Game Development in University – Lower Secondary School Collaboration
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Lernen findet Stadt Der urbane Raum als transmedialer Spielplatz
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MP3 Players and Audio Games: An Alternative to Portable Video Games Console for Visually Impaired Players
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From Dungeons to Classrooms: The Evolution of MUDs as Learning Environments
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Real World Edutainment Focusing on Human-Human Interaction
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The Effect of Educational Game on the Intrinsic Motivation by Learner’s Traits: Focus on Personality Types
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Constructionist Learning in Anatomy Education
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Technology Design in Mathematics Education
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Baroque Baroque Revolution
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Learning by Creating Educational Exergames
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Concretization of Design Ideas in the Context of Educational Technology Design
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An Italian Pilot Experience in Game Making for Learning
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Digital Games for Science Learning and Scientific Literacy
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Beginners Online Programming Course for Making Games in Construct 2
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Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change
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Children’s social problem-solving skills in playing videogames and traditional games: A systematic review
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Leveraging the Potential of Large Language Models in Education Through Playful and Game-Based Learning
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A case study on collective cognition and operation in team-based computer game design by middle-school children
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Examining How Students Code with Socioscientific Data to Tell Stories About Climate Change
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An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom
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Understanding enactivism: a study of affordances and constraints of engaging practicing teachers as digital game designers
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Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach
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Defining, designing for, and measuring “social constructivist digital literacy” development in learners: a proposed framework
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A case study of educational computer game design by middle school students
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The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning
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Ask Dr. Discovery: the impact of a casual mobile game on visitor engagement with science museum content
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From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training
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Gifted students’ learning experiences in systematic game development process in after-school activities
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“If it’s sunny, don’t take an umbrella”: a systematic evaluation of design principles for CT teaching games
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Relationships between students’ affective experiences and technology acceptance in augmented reality design training in higher education
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Understanding the educators’ practices in makerspaces for the design of education tools
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Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning Within K-12 Classrooms Through Professional Learning Groups
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Collaborative Studio Experiences between South Korean and American Pre-Service Teachers: a Case Study of Designing Culturally-Responsive Virtual Classroom Simulation
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Learning from Versus Learning with Technology: Supporting Constructionist Reading Comprehension Learning with iPad Applications
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From Programming to Prompting: Developing Computational Thinking through Large Language Model-Based Generative Artificial Intelligence
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A Student-Centered Method of Incorporating Computer Games into School: A Study in Singapore
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Solving the Right Problem: Rethinking Entrepreneurial Assumptions Through Gameplay
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Future-oriented skills and knowledge in game jams, a systematic literature review
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Coding activities for children: Coupling eye-tracking with qualitative data to investigate gender differences
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Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts?
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“Move over, I will find Jerusalem”: Artifacts in game design in classrooms
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What do Players (Think They) Learn in Games?
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Making an impact: The effects of game making on creativity and spatial processing
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Developing Gaming Fluencies with Scratch
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Building a virtual Roman city: teaching history through video game design
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Impact of Game Design-Based Learning on Student Engagement, Achievement, and Motivation in Undergraduate Geotechnical Engineering Classes
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7. Reading as playing
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Collaborative Video Game Design as an Act of Social Justice
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The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes
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Digital Games and Learning: Identifying Pathways of Influence
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Constructionist Gaming: Understanding the Benefits of Making Games for Learning
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Effect of board game activities on cognitive function improvement among older adults in adult day care centers
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Effectiveness of board game activities for reducing depression among older adults in adult day care centers of Taiwan: a quasi-experimental study
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Imagining critical digital game futures: a postdigital perspective
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IF science AND making AND computing: Insights for project-based learning and primary science curriculum design
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Intergenerational tabletop game design for exploring the climate emergency: insights from an undergraduate field course
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The Sum Is Greater Than the Parts: Deconstructing Homemade PowerPoint Games
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The Effects of Multimedia Content Design Modalities on Students’ Motivation and Achievement in History
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The influence of a game-making project on male and female learners’ attitudes to computing
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Gaming the system: culture, process, and perspectives supporting a game and app design curriculum
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Prospective Teachers’ Lived Experience on Computer-based Instructional Materials: A Phenomenological Study
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Programming video games and simulations in science education: exploring computational thinking through code analysis
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Evaluation of AR embedded physical puzzle game on students’ learning achievement and motivation on elementary natural science
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“If I create a game I'll learn”: online game creation as a tool to promote learning skills of students with learning difficulties
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Design affordance diagnostic framework: screening construct-irrelevant variance in computational thinking assessment
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The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
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Programming Pluralism: Using Learning Analytics to Detect Patterns in the Learning of Computer Programming
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Knowledge and opinions of families regarding games—Toy selection for 6 to 12 year old children (the case of Northern Cyprus)
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Pre-service teachers’ perceptions on TPACK development after designing educational games
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Girls@Play
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Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary
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Are You Ready to Teach Secondary Mathematics in the 21stCentury?
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Fifth Graders as App Designers
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Designing games, developing competencies: elementary students’ engagement with ISTE standards through playful participatory game design using the GSFG framework
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Mind games, reasoning skills, and the primary school curriculum
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Gamestar Mechanic: learning a designer mindset through communicational competence with the language of games
inferred← citeshttps://doi.org/10.1080/17439884.2011.629660openalex-snapshot
Exploring the relationship between virtual learning environment preference, use, and learning outcomes in 10th grade earth science students
inferred← citeshttps://doi.org/10.1080/17439884.2017.1342655openalex-snapshot
Cultivating critical game makers in digital game-based learning: learning from the arts
inferred← citeshttps://doi.org/10.1080/17439884.2017.1421553openalex-snapshot
‘But this isn’t school’: exploring tensions in the intersection between school and leisure activities in classroom game design
inferred← citeshttps://doi.org/10.1080/21548455.2018.1492758openalex-snapshot
Songwriting to learn: how high school science fair participants use music to communicate personally relevant scientific concepts
inferred← citeshttps://doi.org/10.1080/21594937.2013.817105openalex-snapshot
Digital games and learning: a study of preservice teachers' perceptions
inferred← citeshttps://doi.org/10.1080/21594937.2020.1778272openalex-snapshot
Play-based strategies and using robot technologies across the curriculum
inferred← citeshttps://doi.org/10.1093/obo/9780199756810-0288openalex-snapshot
Virtual Learning Environments
inferred← citeshttps://doi.org/10.1093/teamat/hrw019openalex-snapshot
Gaining modelling and mathematical experience by constructing virtual sensory systems in maze-videogames*
inferred← citeshttps://doi.org/10.1108/978-1-61735-011-520251004openalex-snapshot
Young Children’s Technology Experiences in Multiple Contexts
inferred← citeshttps://doi.org/10.1108/978-1-61735-410-620251004openalex-snapshot
Searching for the Fun in Learning
inferred← citeshttps://doi.org/10.1108/book-978-1-61735-634-620251002openalex-snapshot
Introduction to Technology-Based Assessments for 21st Century Skills
inferred← citeshttps://doi.org/10.1108/etpc-06-2025-0140openalex-snapshot
Critical digital game literacies education
inferred← citeshttps://doi.org/10.1108/ijilt-08-2016-0037openalex-snapshot
Digital making with “At-Risk” youth
inferred← citeshttps://doi.org/10.1108/ijshe-03-2015-0064openalex-snapshot
The use of educational game design and play in higher education to influence sustainable behaviour
inferred← citeshttps://doi.org/10.1108/ijshe-05-2017-0075openalex-snapshot
Enhancing student engagement in business sustainability through games
inferred← citeshttps://doi.org/10.1108/itse-05-2013-0012openalex-snapshot
Game-based evacuation drill using real world edutainment
inferred← citeshttps://doi.org/10.1108/jet-02-2017-0004openalex-snapshot
From start to finish: teenagers on the autism spectrum developing their own collaborative game
inferred← citeshttps://doi.org/10.1108/oth-08-2015-0041openalex-snapshot
A game design assignment: learning about social class inequality
inferred← citeshttps://doi.org/10.1108/oth-11-2015-0069openalex-snapshot
A framework for understanding game-based teaching and learning
inferred← citeshttps://doi.org/10.1108/s2055-364120200000033007openalex-snapshot
Humanizing User Experience Design Strategies with NEW Technologies: AR, VR, MR, ZOOM, ALLY and AI to Support Student Engagement and Retention in Higher Education
inferred← citeshttps://doi.org/10.1109/access.2020.3020007openalex-snapshot
Can a Learning Companion Be Used to Continue Teaching Programming to Children Even During the COVID-19 Pandemic?
inferred← citeshttps://doi.org/10.1109/access.2021.3049187openalex-snapshot
Can Mindfulness Help Primary Education Students to Learn How to Program With an Emotional Learning Companion?
inferred← citeshttps://doi.org/10.1109/blocks.2015.7368993openalex-snapshot
Measuring learning in an open-ended, constructionist-based progamming camp: Developing a set of quantitative measures from qualitative analysis
inferred← citeshttps://doi.org/10.1109/cgames.2013.6632632openalex-snapshot
Track and feel: The effects of user-generated content on engagement and learning in video games
inferred← citeshttps://doi.org/10.1109/csae.2011.5952915openalex-snapshot
Design and implementation of a graphical programming tool for children
inferred← citeshttps://doi.org/10.1109/educon.2013.6530242openalex-snapshot
Learning with computer games or teacher: How it influences the learning experience and outcomes at primary school
inferred← citeshttps://doi.org/10.1109/fie.2018.8658616openalex-snapshot
The Self-Flipped Classroom Concept: Underlying Ideas and Experiences
inferred← citeshttps://doi.org/10.1109/fie44824.2020.9274042openalex-snapshot
Students as Prosumers: Learning from Peer-Produced Materials in a Computing Science Course
inferred← citeshttps://doi.org/10.1109/gas.2015.14openalex-snapshot
Serious Game Development as a Creative Learning Experience: Lessons Learnt
inferred← citeshttps://doi.org/10.1109/gem.2018.8516486openalex-snapshot
The Potential of Young Learners Making Games: An Exploratory Study
inferred← citeshttps://doi.org/10.1109/icalt.2010.95openalex-snapshot
From Mini Rover Programs to Algebraic Expressions
inferred← citeshttps://doi.org/10.1109/icalt.2014.225openalex-snapshot
Instructional Media and Teaching Methods for Engaging Children with Computer Programming
inferred← citeshttps://doi.org/10.1109/icalt.2016.53openalex-snapshot
Engaging Students with Computer Science through Creativity: Toward Better Understanding and Improved Methods
inferred← citeshttps://doi.org/10.1109/icalt52272.2021.00085openalex-snapshot
Mindmap-Supported Writing Model: The Effect of Mind map as a Prewriting Activities on Elementary Students’ Writing Performances through Private Social Network Learning Sites
inferred← citeshttps://doi.org/10.1109/iccsn.2011.6013827openalex-snapshot
Practice of improving the interest in algorithm curriculum
inferred← citeshttps://doi.org/10.1109/iceed.2016.7856091openalex-snapshot
Using board game design and animation creation for assessment — A case study in a subject of information systems audit and control
inferred← citeshttps://doi.org/10.1109/icelet66022.2025.11025365openalex-snapshot
Investigating the Impact of Game-Based Assessment on Exam Anxiety Among Third-Grade Students in Mathematics
inferred← citeshttps://doi.org/10.1109/ieem.2010.5674529openalex-snapshot
Learning construction procurement negotiation in an educational game
inferred← citeshttps://doi.org/10.1109/imctl.2014.7011143openalex-snapshot
The ALICE experience: A learning framework to promote gaming literacy for educators and its refinement
inferred← citeshttps://doi.org/10.1109/isec54952.2022.10025078openalex-snapshot
Integrating Animation and Game-making in Teaching JavaScript
inferred← citeshttps://doi.org/10.1109/isecon.2016.7457534openalex-snapshot
Metatuning: A pedagogical framework for a generative STEM education in game design-based learning
inferred← citeshttps://doi.org/10.1109/mipro60963.2024.10569275openalex-snapshot
Teaching Robotics Concepts with Besiege: A Game- Based Approach for Developing Design and Problem-Solving Skills
inferred← citeshttps://doi.org/10.1109/picmet.2007.4349473openalex-snapshot
Business Games as Pedagogical Tools
inferred← citeshttps://doi.org/10.1109/rita.2020.3008127openalex-snapshot
Addressing the Gender Gap in Computer Programming Through the Design and Development of Serious Games
inferred← citeshttps://doi.org/10.1109/siie48397.2019.8970130openalex-snapshot
Smart City Kids Lab: Creative Computing in Primary School
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