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References from Commercial Video Games as Playable Spatial Models in Urban Geography Education: An Exploratory Mixed-Methods Case Study. Local targets link to admitted publications; unresolved targets remain external evidence.
Assessing the effectiveness of digital game-based learning: Best practices
10.1016/j.compedu.2015.10.007 · 2016 · External reference
Design-based research: A decade of progress in education research?
10.3102/0013189x11428813 · 2012 · External reference
Emerging spatialities of the screen: Video games and the reconfiguration of spatial awareness
10.1068/a41250 · 2009 · External reference
Teleplastic technologies: Charting practices of orientation and navigation in videogaming
10.1111/j.1475-5661.2010.00389.x · 2010 · External reference
Cultural geography and videogames
10.1111/j.1749-8198.2011.00427.x · 2011 · External reference
Towards spatial reflexivity: Knowledge and perspectives on (the teaching of) competences to use geomedia maturely
10.1553/giscience2022_01_s120 · 2022 · External reference
Design-based research: Putting a stake in the ground
10.1207/s15327809jls1301_1 · 2004 · External reference
Transformational play as a curricular scaffold: Using videogames to support science education
10.1007/s10956-009-9171-5 · 2009 · External reference
10.3390/educsci14030316
10.3390/educsci14030316 · External reference
10.3390/educsci15040445
10.3390/educsci15040445 · External reference
Gods of the city? Reflecting on city building games as an early introduction to urban systems
10.1080/00221341.2015.1070366 · 2016 · External reference
Die welt mit modellen erforschen und verstehen
2023 · External reference
Modellkompetenz im geographieunterricht
2019 · External reference
Unresolved reference
External reference
Map literacy through digital games: A framework for geography education
10.1007/s42489-026-00213-8 · 2026 · External reference
10.3389/feduc.2021.623793
10.3389/feduc.2021.623793 · External reference
Digital games, design, and learning: A systematic review and meta-analysis
10.3102/0034654315582065 · 2016 · External reference
A systematic literature review of empirical evidence on computer games and serious games
10.1016/j.compedu.2012.03.004 · 2012 · External reference
Unresolved reference
External reference
Serious games, debriefing, and simulation/gaming as a discipline
10.1177/1046878110390784 · 2010 · External reference
10.3390/educsci10040099
10.3390/educsci10040099 · External reference
Unresolved reference
External reference
Students’ contextualizing knowledge on the mirage incident, reflection and refraction: A case study
10.1088/1361-6552/ace874 · 2023 · External reference
Comparison of effects of computer-based instructional support on academic achievement of university students regarding meiosis
10.1525/abt.2023.85.5.259 · 2023 · External reference
The potential of immersive virtual reality for teaching geography in schools
10.1007/s42489-025-00204-1 · 2025 · External reference
Unresolved reference
External reference
Gamification for climate change engagement: Review of corpus and future agenda
10.1088/1748-9326/abec05 · 2021 · External reference
Achieving integration in mixed methods designs—Principles and practices
10.1111/1475-6773.12117 · 2013 · External reference
Simulating planning: SimCity as a pedagogical tool
10.1177/0739456x07305791 · 2007 · External reference
Three approaches to qualitative content analysis
10.1177/1049732305276687 · 2005 · External reference
Reflection, argumentation, and participation through geomedia: A model of emancipatory use for teacher training
10.1080/00221341.2024.2432933 · 2025 · External reference
Validating the interpretations and uses of test scores
10.1111/jedm.12000 · 2013 · External reference
Designing and integrating purposeful learning in game play: A systematic review
10.1007/s11423-015-9418-1 · 2016 · External reference
Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
10.1016/j.chb.2021.106963 · 2021 · External reference
Journal article reporting standards for qualitative primary, qualitative meta-analytic, and mixed methods research in psychology: The APA publications and communications board task force report
10.1037/amp0000151 · 2018 · External reference
10.1371/journal.pone.0294350
10.1371/journal.pone.0294350 · External reference
Alles nur ein spiel? Geographisches fachwissen zu aktuellen gesellschaftlichen herausforderungen in digitalen spielen
10.1553/gw-unterricht160s22 · External reference
10.3390/educsci10050130
10.3390/educsci10050130 · External reference
10.3390/mti5110070
10.3390/mti5110070 · External reference
The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality
10.1007/s10648-020-09586-2 · 2021 · External reference
Learning and teaching through inquiry with geospatial technologies: A systematic review
10.48088/ejg.v.mas.14.3.042.054 · 2023 · External reference
Computer games in education
10.1146/annurev-psych-010418-102744 · 2019 · External reference
10.1007/978-3-531-92052-8
10.1007/978-3-531-92052-8 · External reference
Unresolved reference
External reference
What is a map in digital games? Expanding cartographic literacy through ludic spatial interfaces in geography education
10.1007/s42489-025-00200-5 · 2025 · External reference
Gaming & geography (education): A model of reflexive analysis of space & action in video games
10.48088/ejg.m.mor.14.3.001.019 · 2023 · External reference
Using assassin’s creed: Odyssey to teach Olympia as part of the classical civilisation a level
10.1017/s2058631024000400 · 2024 · External reference
Foundations of game-based learning
10.1080/00461520.2015.1122533 · 2015 · External reference
Do teachers believe that video games can improve learning?
10.1016/j.heliyon.2022.e09798 · 2022 · External reference
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
10.1016/j.compedu.2019.103778 · 2020 · External reference
10.1007/978-3-658-13498-3
10.1007/978-3-658-13498-3 · External reference
Success factors for serious games to enhance learning: A systematic review
10.1007/s10055-016-0298-4 · 2017 · External reference
From the didactical triangle to the socio-didactical tetrahedron: Artifacts as fundamental constituents of the didactical situation
10.1007/s11858-012-0448-4 · 2012 · External reference
10.36198/9783838558622
10.36198/9783838558622 · External reference
10.3390/app15137574
10.3390/app15137574 · External reference
The gamification of learning: A meta-analysis
10.1007/s10648-019-09498-w · 2020 · External reference
Conjecture mapping: An approach to systematic educational design research
10.1080/10508406.2013.778204 · 2014 · External reference
10.1371/journal.pone.0276267
10.1371/journal.pone.0276267 · External reference
10.3390/educsci10010010
10.3390/educsci10010010 · External reference
Worlds of affect: Virtual geographies of video games
10.1068/a41284 · 2009 · External reference
Learning from SimCity: An empirical study of Turkish adolescents
10.1016/j.adolescence.2009.10.007 · 2010 · External reference
Time for a new approach to prepare future teachers for educational technology use: Its meaning and measurement
10.1016/j.compedu.2015.11.009 · 2016 · External reference
Unresolved reference
External reference
10.1145/3402942.3403011
10.1145/3402942.3403011 · External reference
10.3390/educsci16060975
10.3390/educsci16060975 · External reference
A meta-analysis of the cognitive and motivational effects of serious games
10.1037/a0031311 · 2013 · External reference
Unresolved reference
External reference
Our princess is in another castle: A review of trends in serious gaming for education
10.3102/0034654312436980 · 2012 · External reference
10.1007/978-3-531-92052-8
10.1007/978-3-531-92052-8 · ExternalCitation · doi-reference
10.1007/978-3-658-13498-3
10.1007/978-3-658-13498-3 · ExternalCitation · doi-reference
Success factors for serious games to enhance learning: A systematic review
10.1007/s10055-016-0298-4 · ExternalCitation · doi-reference
The gamification of learning: A meta-analysis
10.1007/s10648-019-09498-w · ExternalCitation · doi-reference
The cognitive affective model of immersive learning (CAMIL): A theoretical research-based model of learning in immersive virtual reality
10.1007/s10648-020-09586-2 · ExternalCitation · doi-reference
Transformational play as a curricular scaffold: Using videogames to support science education
10.1007/s10956-009-9171-5 · ExternalCitation · doi-reference
Designing and integrating purposeful learning in game play: A systematic review
10.1007/s11423-015-9418-1 · ExternalCitation · doi-reference
From the didactical triangle to the socio-didactical tetrahedron: Artifacts as fundamental constituents of the didactical situation
10.1007/s11858-012-0448-4 · ExternalCitation · doi-reference
What is a map in digital games? Expanding cartographic literacy through ludic spatial interfaces in geography education
10.1007/s42489-025-00200-5 · ExternalCitation · doi-reference
The potential of immersive virtual reality for teaching geography in schools
10.1007/s42489-025-00204-1 · ExternalCitation · doi-reference
Map literacy through digital games: A framework for geography education
10.1007/s42489-026-00213-8 · ExternalCitation · doi-reference
Learning from SimCity: An empirical study of Turkish adolescents
10.1016/j.adolescence.2009.10.007 · ExternalCitation · doi-reference
Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
10.1016/j.chb.2021.106963 · ExternalCitation · doi-reference
A systematic literature review of empirical evidence on computer games and serious games
10.1016/j.compedu.2012.03.004 · ExternalCitation · doi-reference
Assessing the effectiveness of digital game-based learning: Best practices
10.1016/j.compedu.2015.10.007 · ExternalCitation · doi-reference
Time for a new approach to prepare future teachers for educational technology use: Its meaning and measurement
10.1016/j.compedu.2015.11.009 · ExternalCitation · doi-reference
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
10.1016/j.compedu.2019.103778 · ExternalCitation · doi-reference
Do teachers believe that video games can improve learning?
10.1016/j.heliyon.2022.e09798 · ExternalCitation · doi-reference
Using assassin’s creed: Odyssey to teach Olympia as part of the classical civilisation a level
10.1017/s2058631024000400 · ExternalCitation · doi-reference
A meta-analysis of the cognitive and motivational effects of serious games
10.1037/a0031311 · ExternalCitation · doi-reference
Journal article reporting standards for qualitative primary, qualitative meta-analytic, and mixed methods research in psychology: The APA publications and communications board task force report
10.1037/amp0000151 · ExternalCitation · doi-reference
Emerging spatialities of the screen: Video games and the reconfiguration of spatial awareness
10.1068/a41250 · ExternalCitation · doi-reference
Worlds of affect: Virtual geographies of video games
10.1068/a41284 · ExternalCitation · doi-reference
Gods of the city? Reflecting on city building games as an early introduction to urban systems
10.1080/00221341.2015.1070366 · ExternalCitation · doi-reference
Reflection, argumentation, and participation through geomedia: A model of emancipatory use for teacher training
10.1080/00221341.2024.2432933 · ExternalCitation · doi-reference
Foundations of game-based learning
10.1080/00461520.2015.1122533 · ExternalCitation · doi-reference
Conjecture mapping: An approach to systematic educational design research
10.1080/10508406.2013.778204 · ExternalCitation · doi-reference
Students’ contextualizing knowledge on the mirage incident, reflection and refraction: A case study
10.1088/1361-6552/ace874 · ExternalCitation · doi-reference
Gamification for climate change engagement: Review of corpus and future agenda
10.1088/1748-9326/abec05 · ExternalCitation · doi-reference
Achieving integration in mixed methods designs—Principles and practices
10.1111/1475-6773.12117 · ExternalCitation · doi-reference
Teleplastic technologies: Charting practices of orientation and navigation in videogaming
10.1111/j.1475-5661.2010.00389.x · ExternalCitation · doi-reference
Cultural geography and videogames
10.1111/j.1749-8198.2011.00427.x · ExternalCitation · doi-reference
Validating the interpretations and uses of test scores
10.1111/jedm.12000 · ExternalCitation · doi-reference
10.1145/3402942.3403011
10.1145/3402942.3403011 · ExternalCitation · doi-reference
Computer games in education
10.1146/annurev-psych-010418-102744 · ExternalCitation · doi-reference
Simulating planning: SimCity as a pedagogical tool
10.1177/0739456x07305791 · ExternalCitation · doi-reference
Serious games, debriefing, and simulation/gaming as a discipline
10.1177/1046878110390784 · ExternalCitation · doi-reference
Three approaches to qualitative content analysis
10.1177/1049732305276687 · ExternalCitation · doi-reference
Design-based research: Putting a stake in the ground
10.1207/s15327809jls1301_1 · ExternalCitation · doi-reference
10.1371/journal.pone.0276267
10.1371/journal.pone.0276267 · ExternalCitation · doi-reference
10.1371/journal.pone.0294350
10.1371/journal.pone.0294350 · ExternalCitation · doi-reference
Comparison of effects of computer-based instructional support on academic achievement of university students regarding meiosis
10.1525/abt.2023.85.5.259 · ExternalCitation · doi-reference
Towards spatial reflexivity: Knowledge and perspectives on (the teaching of) competences to use geomedia maturely
10.1553/giscience2022_01_s120 · ExternalCitation · doi-reference
Alles nur ein spiel? Geographisches fachwissen zu aktuellen gesellschaftlichen herausforderungen in digitalen spielen
10.1553/gw-unterricht160s22 · ExternalCitation · doi-reference
Design-based research: A decade of progress in education research?
10.3102/0013189x11428813 · ExternalCitation · doi-reference
Our princess is in another castle: A review of trends in serious gaming for education
10.3102/0034654312436980 · ExternalCitation · doi-reference
Digital games, design, and learning: A systematic review and meta-analysis
10.3102/0034654315582065 · ExternalCitation · doi-reference
10.3389/feduc.2021.623793
10.3389/feduc.2021.623793 · ExternalCitation · doi-reference
10.3390/app15137574
10.3390/app15137574 · ExternalCitation · doi-reference
10.3390/educsci10010010
10.3390/educsci10010010 · ExternalCitation · doi-reference
10.3390/educsci10040099
10.3390/educsci10040099 · ExternalCitation · doi-reference
10.3390/educsci10050130
10.3390/educsci10050130 · ExternalCitation · doi-reference
10.3390/educsci14030316
10.3390/educsci14030316 · ExternalCitation · doi-reference
10.3390/educsci15040445
10.3390/educsci15040445 · ExternalCitation · doi-reference
10.3390/educsci16060975
10.3390/educsci16060975 · ExternalCitation · doi-reference
10.3390/mti5110070
10.3390/mti5110070 · ExternalCitation · doi-reference
10.36198/9783838558622
10.36198/9783838558622 · ExternalCitation · doi-reference
Gaming & geography (education): A model of reflexive analysis of space & action in video games
10.48088/ejg.m.mor.14.3.001.019 · ExternalCitation · doi-reference
Learning and teaching through inquiry with geospatial technologies: A systematic review
10.48088/ejg.v.mas.14.3.042.054 · ExternalCitation · doi-reference