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Just for Fun: Using Programming Games in Software Programming Training and Education--A Field Study of IBM Robocode Community.
16 references·1 citing·46 second hop
Just for Fun: Using Programming Games in Software Programming Training and Education--A Field Study of IBM Robocode Community. (2007)Just for Fun: Using Programming Games in …Digital Game-Based Learning (2020)Digital Game-Based LearningRoboCode & problem-based learning (2006)RoboCode & problem-based lear…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Robocode: using games to teach artificial intelligence (2004)Robocode: using games to teac…In-Class Simulation Games: Assessing Student Learning (2003)In-Class Simulation Games: As…Design Principles of Next-Generation Digital Gaming for Education. (2003)Design Principles of Next-Gen…The Effects of Playing Educational Video Games on Kindergarten Achievement (2001)The Effects of Playing Educat…Using a portfolio management game (Finesse) to teach finance (2000)Using a portfolio management …Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation1 (1999)Creation of Favorable User Pe…Effectiveness of Computer Technology in the Social Studies (1996)Effectiveness of Computer Tec…Computer Games: Increase Learning in an Interactive Multidisciplinary Environment (1995)Computer Games: Increase Lear…The Use of Computer-Based Videogames in Knowledge Acquisition and Retention. (1994)The Use of Computer-Based Vid…Instructional Gaming: Implications for Instructional Technology. (1994)Instructional Gaming: Implica…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…EFFECTS OF FEEDBACK AND COGNITIVE PLAYFULNESS ON PERFORMANCE IN MICROCOMPUTER SOFTWARE TRAINING (1992)EFFECTS OF FEEDBACK AND COGNI…Effects of instruction on intrinsic interest: The importance of context. (1989)Effects of instruction on int…Collaborative and Competitive Video Games for Teaching Computing in Higher Education (2017)Collaborative and Competitive…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1999Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation11,395 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 1992EFFECTS OF FEEDBACK AND COGNITIVE PLAYFULNESS ON PERFORMANCE IN MICROCOMPUTER SOFTWARE TRAINING334 cited
  • 1996Effectiveness of Computer Technology in the Social Studies145 cited
  • 1989Effects of instruction on intrinsic interest: The importance of context.143 cited
  • 1995Computer Games: Increase Learning in an Interactive Multidisciplinary Environment129 cited
  • 2003Design Principles of Next-Generation Digital Gaming for Education.121 cited
  • 2001The Effects of Playing Educational Video Games on Kindergarten Achievement115 cited
  • 2003In-Class Simulation Games: Assessing Student Learning84 cited
  • 1994Instructional Gaming: Implications for Instructional Technology.83 cited
  • 2006RoboCode & problem-based learning77 cited
  • 2004Robocode: using games to teach artificial intelligence50 cited
  • 1994The Use of Computer-Based Videogames in Knowledge Acquisition and Retention.

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35 cited
  • 2000Using a portfolio management game (Finesse) to teach finance32 cited
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    • 2017Collaborative and Competitive Video Games for Teaching Computing in Higher Education27 cited