References
Ahmadi, F., & Rezaei, M. (2021). Culture, Society, and Learning Opportunities in the Context of Children's Play from Nature to Virtual Space. Journal of Educational Studies, 35(2), 145-163.
Almeida, F., Silva, A., & Ferreira, L. (2017). Cultural considerations in the design of educational games: A comparative study between Brazil and Japan. International Journal of Game-Based Learning, 7(4), 35-50.
Baker, R. (2018). Dynamic feedback in game-based learning environments: The role of artificial intelligence. Educational Technology Research and Development, 66(1), 25-40.
Bandura, A. (1977). Social Learning Theory.
Bandura, A. (1986). Social Foundations of Thought and Action: A Social Cognitive Theory.
Bandura, A. (1989). Social cognitive theory. In R. Vasta (Ed.), Annals of child development, Vol. 6 (pp. 1-60).
Bandura, A. (1997). Self-efficacy: The exercise of control.
Bodrova, E., & Leong, D. J. (2007). Tools of the mind: The Vygotskian approach to early childhood education.
Brooker, L. (2002) Starting School: Young Children Learning Cultures. Buckingham: Open University Press.
Chau, C. L. (2014). Positive technological development for young children in the context of children’s mobile apps. Journal of Children and Media, 8(4), 326-342.
Chen, X., & Liu, Y. (2015). Group Play and Observational Learning: The Role of Peer Interactions in Social Development. Early Childhood Research Quarterly, 32(4), 245-260.
Cole, M. (1998) ‘Culture in development’, in M. Woodhead, D. Faulkner and K. Littleton (eds) Cultural Worlds of Early Childhood. London: Routledge/Open University Press. pp. 11–33.
Dao, E. (ed.) (1999). Child’s Play: Revisiting Play in Early Childhood Settings. Sydney: Maclennan and Petty.
De Mooij, M. (2013). Global Marketing and Advertising: Understanding Cultural Paradoxes (4th ed.).
Deci, E. L., & Ryan, R. M. (2000). The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268.
Department for Education and Skills (DfES) (2008) The Early Years Foundation Stage. Nottingham: DfES.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference.
Fleer, M. (1999). ‘Universal fantasy: the domination of Western theories of play’, in E. Dao (ed.) Child’s Play: Revisiting Play in Early Childhood Settings. Sydney: Maclennan and Petty. pp. 67–80.
Gaydos, M. (2015). Seriously considering design in educational games. Educational Researcher, 44(9), 478-483.
Gee, J. P. (2007). What video games have to teach us about learning and literacy.
Gee, J. P. (2013). The anti-education era: Creating smarter students through digital learning. Palgrave Macmillan.
Ghasemi, S., & Moradi, M. (2020). The Effect of Observational Learning-Based Educational Games on Problem-Solving and Self-Efficacy in Iranian Students. Journal of Educational Psychology, 38(3), 312-328. [In Persian].
Göncü, A., Mistry, J. and Mosier, C. (2000) ‘Cultural variations in the play of toddlers’, International Journal of Behavioural Development 24(3): 321–9.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1),66-78.
Greenfield, P. M. (2009). Technology and informal education: What is taught, what is learned. Science, 323(5910), 69-71.
Gregory, E. and Biarnès, J. (1994) ‘Tony and Jean-Francois: looking for sense in the strangeness of school’, in H. Dombey and M. Meek (eds) First Steps Together. Stoke on Trent: Trentham Books. pp. 17–29.
Heath, S.B. (1983) Ways With Words: Language, Life and Work in Communities and Classrooms. Cambridge: Cambridge University Press.
Hernandez, D., & Cerezo, E. (2017). Personalizing learning in game-based environments: A review of AI applications. Journal of Educational Technology & Society, 20(4), 123-135.
Heydari, M., et al. (2020). Designing a Thinking Education Model Based on Vygotsky's Sociocultural Theory and Its Effect on Aggression Reduction in Students. Educational Development of Cognitive and Behavioral Management Journal. [In Persian].
https://edcbmj.ir/article-1-2287-fa.html
Hofstede, G. (2001). Culture's consequences: Comparing values, behaviors, institutions, and organizations across nations (2nd ed.).
Hofstede, G., Hofstede, G. J., & Minkov, M. (2010). Cultures and Organizations: Software of the Mind (3rd ed.).
Hong, J., Han, D., & Kim, J. (2016). Cultural elements in game-based learning: A cross-national study. Educational Technology Research and Development, 64(2), 265-289.
Huss-Keeler, R. (1997) ‘Teacher perceptions of ethnic and linguistic minority parental involvement and its relationships to children’s language and literacy learning: a case study’, Teaching and Teacher Education 13(2): 171–82.
Imanian, M. (2017). Society’s Culture and Learning Opportunities Through Children's Play: From Nature to Virtual Environments. International Conference on Culture, Psychopathology, and Education. [In Persian].
James, A. (1998). ‘Play in childhood: an anthropological perspective’, Child Psychological and Psychiatric Review 3(3): 104–9.
Joy, S., & Kolb, D. A. (2009). Are there cultural differences in learning style? International Journal of Intercultural Relations, 33(1), 69-85.
Kafai, Y. B., & Burke, Q. (2016). Connected gaming: What making video games can teach us about learning and literacy.
Karimi, A., & Hosseini, M. (2022). Game-Based Learning and Observational Learning Theory: A Case Study in Iranian Schools. Iranian Journal of Cognitive Research, 14(3), 200-215. [In Persian].
Katz, C. (2004) Growing Up Global: Economic Restructuring and Children’s Everyday Lives. Minneapolis, MN: University of Minnesota Press.
Liu, M., Cavanaugh, C., & Rakes, G. (2015). Cultural differences in game-based learning design: A comparative study of Chinese and American students. Journal of Educational Technology & Society, 18(3), 18-30.
Liu, X., Lin, C., & Wang, Y. (2018). Symbolic Play and Cognitive Development in Early Childhood: A Study in Chinese Kindergartens. Early Child Development and Care, 188(7), 985-997.
Mao, J., Cheng, X., & Li, W. (2020). Leveraging artificial intelligence for personalized game-based learning experiences. International Journal of Game-Based Learning, 10(2), 1-17.
Newson, E. and Newson, J. (1974) ‘Cultural aspects of child-rearing in the English-speaking world’, in M. Richards (ed.) The Integration of a Child into a Social World. London: Cambridge University Press. pp. 53–82.
Nisbett, R. E. (2003). The geography of thought: How Asians and Westerners think differently...and why. Free Press.
Papadopoulos, P., Perifanou, M., & Konstantinidis, S. (2020). Cultural influences in the design of mobile educational games: A comparative study between the United States and Southeast Asia. International Journal of Mobile Learning and Organisation, 14(3), 181-196.
Papastergiou, M. (2019). Digital game-based learning in education: A review of the literature. Educational Technology & Society, 22(1), 113-124.
Penn, H. (2005) Unequal Childhoods: Young Children’s Lives in Poor Countries. London: Routledge.
Piaget, J. (1951). Play, Dreams and Imitation in Childhood.
Piaget, J. (1952). The Origins of Intelligence in Children.
Piaget, J. (1962). Play and Development: A Developmental Perspective.
Piaget, J. (1970). Science of Education and the Psychology of the Child.
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.
Rahimi, M., & Asadollahi, M. (2021). The Effect of Rule-Based Play on Mathematical Problem-Solving Skills in Iranian Primary School Students. Educational Psychology Studies, 43(2), 210-225. [In Persian].
Rahmani, H., & Alizadeh, S. (2023). Advances in Game-Based Learning: A Review of Modern Approaches. [In Persian].
Rogoff, B. (1990). Apprenticeship in Thinking: Cognitive Development in Social Context. Oxford: Oxford University Press.
Roshanaei, R., & Khosrowanian, M. (2023). The Role of Teachers in Promoting a Play-Based Learning Culture in Elementary Schools. Journal of Education and Research, 15(2), 75–90. [In Persian].
Schein, E. H. (2010). Organizational culture and leadership (4th ed.).
Schwartz, S. H. (2014). Value orientations: Measurement and applications. In J. W. Berry, P. R. Dasen, T. S. Saraswathi, & D. P. K. (Eds.), Handbook of cross-cultural psychology: Theory and method (Vol. 2, pp. 51-84).
Shaffer, D. W. (2006). How computer games help children learn. Palgrave Macmillan.
Smilansky, S. (1968) The Effects of Sociodramatic Play on Disadvantaged Preschool Children. New York: Wiley.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.
Steinkuehler, C., & Duncan, S. (2018). Game-based learning and cultural exchange. International Journal of Learning and Media, 8(3), 54-65.
VanLehn, K. (2019). AI in personalized learning: The next generation of game-based learning systems. International Journal of Artificial Intelligence in Education, 29(3), 411-423.
Vygotsky, L. (1976) ‘Play and its role in the mental development of the child’, in J. Bruner, A. Jolly and K. Sylva (eds) Play: Its Role in Development and Evolution. Harmondsworth: Penguin. pp. 537–54.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University.