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4,299,418 works, Canadian by any of four routes.

Every filter state is a URL; the URL is the query; the query is citable via /q/⟨hash⟩. The page, the API and the export parse the same parameters.

The current cohort, streamed from the database: every work column, the machine labels, the provisional scores, and the per-row validation status. Exports are capped at 100,000 rows. Mints a permanent /q/ link for this exact query. The same filters always produce the same link, whoever asks.

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Educational Games and Gamification
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Direct Codex and Gemma labels are unvalidated and sparse. Distilled predictions cover the full frame and are also unvalidated. Choose the evidence source explicitly; absence of a direct label is never a negative label.

affaffiliation
fundfunder
venuejournal
aboutaboutness

The four routes compose: require the funder route and exclude affiliation to get the funder-only stratum no affiliation-based frame ever sees.

1,648 results · 1 filter active ·
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20002025
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Machine labels · sparse coverage
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An unlabeled work is unknown, not a negative. Label coverage is reported on every query.
1,648 works in the cohort · of 4,299,418page 25 of 33

Labels cover 5 of 1,648 works in this cohort. The rest are unlabeled, which is not a negative label: the label table is sparse today and grows as labeling rounds land.

Distilled predictions cover 1,648 of 1,648 works in this cohort. Predictions are machine_predicted_unvalidated. The Gemma side is a direct model label for every work (title-only); the Codex side is a distilled, calibrated classifier. Candidate is the union; consensus is the intersection.

affvenueunlabeled
Are STEM Games Intended To Be Educative?
Adriana Boffa, P. Janelle McFeetors, Marc Higgins
2020· article· en· Journal of the Canadian Association for Curriculum Studies· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affunlabeled
Educational Games
Silvia Stefania Ortega Rodriguez, I. Cheng, A. Basu
2010· book-chapter· en· WORLD SCIENTIFIC eBooks· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
aboutno affunlabeled
A platform approach to experiential learning
Sandra Robinson
2019· article· en· DOAJ (DOAJ: Directory of Open Access Journals)· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affno abstractunlabeled
Applying Bloom to Games – A Preliminary Methods Description
Tracey L. Leacock, Brad Paras, Jim Bizzocchi
2004· article· en· E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affno abstractunlabeled
DEEP DIVE: How to Gamify Your Course
Sandra Davidson
2020· article· en· Nursing Education Research Conference 2020· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affunlabeled
Tournament Design in Doubles Pickleball
Tim B. Swartz, Boxin Tang
2025· article· en· International Journal of Racket Sports Science· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affunlabeled
Code Hunt: Searching for Secret Code for Fun
Nikolai Tillmann, Judith Bishop, R. Nigel Horspool, Daniel Perelman, Tao Xie
2014· article· en· International Conference on Software Engineering· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affunlabeled
Motivation, Learning, and Game Design
Mahboubeh Asgari, David Kaufman
2011· book-chapter· en· IGI Global eBooks· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affaboutunlabeled
Game Design as Problem Solving
Diali Gupta
2016· article· en· International Conference on Computers in Education· Psychology
machine prediction:candidate · noneconsensus · none
0
citations
affunlabeled
Panel de discussion "Jeux et apprentissages"
Julián Álvarez, Sébastien Tremblay, Margarida Roméro
2016· article· en· HAL (Le Centre pour la Communication Scientifique Directe)· Psychology
machine prediction:candidate · noneconsensus · none
0
citations

How this was built: Screen · Findings · About