SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Using Gaming Literacies to Cultivate New Literacies
16 references·3 citing·53 second hop
Using Gaming Literacies to Cultivate New Literacies (2009)Using Gaming Literacies to Cultivate New …The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Computer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Gender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…Toward a Theory of New Literacies Emerging From the Internet and Other Information and Communication Technologies (2005)Toward a Theory of New Litera…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…\nA simple classification model for debriefing simulation games (2004)\nA simple classification mod…Online computer gaming: a comparison of adolescent and adult gamers (2003)Online computer gaming: a com…Exposure to violent video games increases automatic aggressiveness (2003)Exposure to violent video gam…Not so doomed: computer game play and positive adolescent development (2002)Not so doomed: computer game …Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Forty Simple Computer Games and What They Could Mean to Educators (2002)Forty Simple Computer Games a…Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? (1996)Do Computer-Based Games Facil…We’re Just Playing (2016)We’re Just PlayingDesign and analysis of collaborative interactions in social educational videogames (2013)Design and analysis of collab…Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment (2013)Attitudes towards and Effects…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Breaking the Stereotype: The Case of Online Gaming (2003)The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)Smartphone addiction among university students in the light of some variables (2016)Gender schema theory: A cognitive account of sex typing. (1981)Self-Efficacy: The Exercise of Control (1999)Social cognitive theory of gender development and differentiation. (1999)The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)Falling in love with online games: The uses and gratifications perspective (2010)Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction (2020)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Design-Based Research (2012)Diffusion of Innovations 1 (2019)“Ethical Principles of Psychologists and Code of Conduct” (2000)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)The Influence of Media Violence on Youth (2003)Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)At the Threshold: The Developing Adolescent (1990)Toward a psychology of positive youth development. (2000)Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking‐time tiredness (2006)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Family factors in adolescent problematic Internet gaming: A systematic review (2017)Motivation and personality (1993)Motivation and Personality (1997)Uses and Gratifications Theory in the 21st Century (2000)Engagement in digital entertainment games: A systematic review (2011)Make new friends or keep the old: Gender and personality differences in social networking use (2011)A pedagogy of Multiliteracies Designing Social Futures (1996)Social Linguistics And Literacies: Ideology in Discourse (1996)Exploring the online reading comprehension strategies used by sixth‐grade skilled readers to search for and locate information on the Internet (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)What Research Has to Say About Reading Instruction (2011)Social Linguistics and Literacies (2015)What Video Games Have to Teach Us about Learning and Literacy (2004)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)
this work references cited by second hop

References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2005Toward a Theory of New Literacies Emerging From the Internet and Other Information and Communication Technologies958 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2003Online computer gaming: a comparison of adolescent and adult gamers504 cited
  • 2002Not so doomed: computer game play and positive adolescent development445 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2006Gameplaying for maths learning: cooperative or not?323 cited
  • 2003Exposure to violent video games increases automatic aggressiveness287 cited
  • 2004\nA simple classification model for debriefing simulation games233 cited
  • 1996Do Computer-Based Games Facilitate Knowledge Acquisition and Retention?

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

211 cited
  • 2002Forty Simple Computer Games and What They Could Mean to Educators193 cited
  • Cited by

    • 2013Design and analysis of collaborative interactions in social educational videogames51 cited
    • 2013Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment31 cited
    • 2016We’re Just Playing30 cited