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What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games
3 references·16 citing·51 second hop
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(2005)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Exploring the Satisfaction and Continuance Intention to Use E-Learning Systems (2024)Gamification for sustainability: A systematic review of applications, trends, and opportunities (2024)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)
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References

  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited

Cited by

  • 2013Empowering students through digital game authorship: Enhancing concentration, critical thinking, and academic achievement193 cited
  • 2012Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education170 cited
  • 2021Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views157 cited
  • 2011Design guidelines for Classroom Multiplayer Presential Games (CMPG)84 cited
  • 2023Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives82 cited
  • 2020Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis80 cited
  • 2015The Play Curricular Activity Reflection Discussion Model for Game-Based Learning76 cited
  • 2016Games in schools: teachers’ perceptions of barriers to game-based learning70 cited
  • 2014Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms68 cited
  • 2017On-Task and Off-Task Behavior in the Classroom: A Study on Mathematics Learning With Educational Video Games

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58 cited
  • 2017How teachers integrate a math computer game: Professional development use, teaching practices, and student achievement57 cited
  • 2013Teachers' implementation of a game-based biotechnology curriculum55 cited
  • 2016Using Game Elements to Increase Student Engagement in Course Assignments55 cited
  • 2022Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning52 cited
  • 2014Implementing a Game for Supporting Learning in Mathematics.52 cited
  • 2013Strategies for Effective Digital Games Development and Implementation50 cited