Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Ambiguity (Context) | 1 |
| Design | 1 |
| Discovery Learning | 1 |
| Educational Games | 1 |
| Game Based Learning | 1 |
| Problem Solving | 1 |
| Puzzles | 1 |
| Reflection | 1 |
| Video Games | 1 |
Source
| Information and Learning… | 1 |
Author
| Cukier, Michel | 1 |
| Ketelhut, Diane | 1 |
| Moon, Peter Francis | 1 |
| Pellicone, Anthony James | 1 |
| Plane, Jandelyn Dawn | 1 |
| Shokeen, Ekta | 1 |
| Weintrop, David | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection

Peer reviewed
Direct link
