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Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?
16 references·2 citing·33 second hop
Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males? (2010)Digital Games, Gender and Learning in Eng…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Video Games: A Route to Large-Scale STEM Education? (2009)Video Games: A Route to Large…Teens, video games and civics (2008)Teens, video games and civicsOrientations to Video Games Among Gender and Age Groups (2008)Orientations to Video Games A…Games for science and engineering education (2007)Games for science and enginee…Flow in games (and everything else) (2007)Flow in games (and everything…Video Games and the Future of Learning (2005)Video Games and the Future of…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Report on the educational use of games (2002)Report on the educational use…From Barbie® to Mortal Kombat (1998)From Barbie® to Mortal KombatFrom Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory. (1983)Relation of reward contingenc…Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. (1982)Control and information in th…Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an …Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement (2014)Game-Play Breakdowns and Brea…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Motivation reconsidered: The concept of competence. (1963)Helplessness: On Depression, Development, and Death (1975)Autonomy in children's learning: An experimental and individual difference investigation. (1987)Does female representation in top management improve firm performance? A panel data investigation (2012)Personal causation : the internal affective determinants of behavior. -- (1968)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Flow: the psychology of optimal experience (1990)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop

References

  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1982Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory.2,720 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 1983Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory.1,176 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2008Teens, video games and civics442 cited
  • 2008Orientations to Video Games Among Gender and Age Groups402 cited
  • 2009Video Games: A Route to Large-Scale STEM Education?360 cited
  • 1998From Barbie® to Mortal Kombat354 cited
  • 2002Report on the educational use of games333 cited

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  • 2007Games for science and engineering education302 cited
  • Cited by

    • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited
    • 2014Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement49 cited