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Academic dishonesty and video game play: Is new media use changing conceptions of cheating?
16 references·2 citing·35 second hop
Academic dishonesty and video game play: Is new media use changing conceptions of cheating? (2012)Academic dishonesty and video game play: …Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom (2009)H. Sapiens Digital: From Digi…Cheating: gaining advantage in videogames (2008)Cheating: gaining advantage i…Video Games and the Future of Learning (2005)Video Games and the Future of…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…Cheating among college and university students: A North American perspective (2005)Cheating among college and un…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…Personality predicts academic performance: Evidence from two longitudinal university samples (2003)Personality predicts academic…It's Wrong, But Everybody Does It: Academic Dishonesty among High School and College Students (2002)It's Wrong, But Everybody Doe…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Cheating in Academic Institutions: A Decade of Research (2001)Cheating in Academic Institut…Sample size in factor analysis. (1999)Sample size in factor analysi…An Empirical Test of the Utility of the Observations-To-Variables Ratio in Factor and Components Analysis (1985)An Empirical Test of the Util…To cheat or not to cheat? An investigation into the ethical behaviors of generation Z (2021)To cheat or not to cheat? An …KNOWLEDGE MANAGEMENT BEHAVIOR AMONG ACADEMICIANS: THE CASE OF A MALAYSIAN HIGHER LEARNING INSTITUTION (2019)KNOWLEDGE MANAGEMENT BEHAVIOR…Intelligence reframed: multiple intelligences for the 21st century (2000)Net generation or Digital Natives: Is there a distinct new generation entering university? (2009)Beyond the ‘digital natives’ debate: Towards a more nuanced understanding of students' technology experiences (2010)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)Handbook of Industrial and Organizational Psychology. (1977)Dispositional differences in cognitive motivation: The life and times of individuals varying in need for cognition. (1996)Intelligence: Knowns and unknowns. (1996)The NEO–PI–3: A More Readable Revised NEO Personality Inventory (2005)Role of the Big Five personality traits in predicting college students' academic motivation and achievement (2008)Toward a theory of distinct types of “impulsive” behaviors: A meta-analysis of self-report and behavioral measures. (2013)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Digital natives: Where is the evidence? (2009)Digital Natives, Digital Immigrants (2013)The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey (2016)Alternative Ways of Assessing Model Fit (1992)Power analysis and determination of sample size for covariance structure modeling. (1996)Evaluating the use of exploratory factor analysis in psychological research. (1999)To Parcel or Not to Parcel: Exploring the Question, Weighing the Merits (2002)Best Practices for Developing and Validating Scales for Health, Social, and Behavioral Research: A Primer (2018)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Academic Dishonesty in Graduate Business Programs: Prevalence, Causes, and Proposed Action (2006)Motivational Perspectives on Student Cheating: Toward an Integrated Model of Academic Dishonesty (2006)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)Understanding Generation Y and their use of social media: a review and research agenda (2013)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2012Digital Natives, Digital Immigrants7,107 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
  • 1999Sample size in factor analysis.5,487 cited
  • 2001Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently?4,031 cited
  • 2001Cheating in Academic Institutions: A Decade of Research1,378 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2003Personality predicts academic performance: Evidence from two longitudinal university samples867 cited
  • 2009H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom717 cited
  • 1985An Empirical Test of the Utility of the Observations-To-Variables Ratio in Factor and Components Analysis541 cited
  • 2008Cheating: gaining advantage in videogames527 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2005Cheating among college and university students: A North American perspective448 cited

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  • 2002It's Wrong, But Everybody Does It: Academic Dishonesty among High School and College Students362 cited
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    • 2021To cheat or not to cheat? An investigation into the ethical behaviors of generation Z18 cited
    • 2019KNOWLEDGE MANAGEMENT BEHAVIOR AMONG ACADEMICIANS: THE CASE OF A MALAYSIAN HIGHER LEARNING INSTITUTION14 cited