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Computer games and traditional CS courses
3 references·6 citing·37 second hop
Computer games and traditional CS courses (2009)Computer games and traditional CS coursesGame2Learn (2007)Game2LearnThe effect of a male-oriented computer gaming culture on careers in the computer industry (2002)The effect of a male-oriented…Design patterns for games (2002)Design patterns for gamesLudusScope: Accessible Interactive Smartphone Microscopy for Life-Science Education (2016)LudusScope: Accessible Intera…A Biotic Game Design Project for Integrated Life Science and Engineering Education (2015)A Biotic Game Design Project …Motivational aspects of different learning contexts: “My mom won’t let me play this game…” (2012)Motivational aspects of diffe…Human-Computer Interaction, Tourism and Cultural Heritage (2011)Human-Computer Interaction, T…Gender Differences in Teenagers’ Elective Use of Computer Technology (2010)Gender Differences in Teenage…A framework for evidence based visual style development for serious games (2010)A framework for evidence base…Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model1 (1997)Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking‐time tiredness (2006)Women, Minorities, and Persons with Disabilities in Science and Engineering: 2013 (2013)Handbook of semiotics (1997)Piaget's Theory of Cognitive and Affective Development: Foundations of Constructivism (2003)Interdisciplinary Research: Process and Theory (2011)Vademecum for Innovation through Knowledge Transfer: Continuous Training in Universities, Enterprises and Industries (2011)Software and Emerging Technologies for Education, Culture, Entertainment, and Commerce (2013)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)A Revision of Bloom's Taxonomy: An Overview (2002)Interactive Digital Narratives as Complex Expressive Means (2022)The origins of intelligence in children. (1952)Development of a Standardized Test of Computer Literacy and a Computer Anxiety Index (1987)Gender Differences in Computer Attitudes and Use among College Students (1997)From e-learning to games-based e-learning: using interactive technologies in teaching an IS course (2007)Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry (2011)Antecedents and consequences of game addiction (2015)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Game2Learn (2008)Emphasizing soft skills and team development in an educational digital game design course (2009)CMX: The Effects of an Educational MMORPG on Learning and Teaching Computer Programming (2016)Design Patterns: Elements of Reusable Object-Oriented Software (1994)The Application of Design Patterns to Develop Games for Mobile Devices using Java 2 Micro Edition. (2009)Design patterns applied for networked first person shooting game programming (2014)Implementing game requirements using design patterns (2021)A technique for measurement of attitudes (1932)Motivation through the design of work: test of a theory (1976)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Art of Game Design (2008)Scratch (2009)Design, engineering and utility of biotic games (2010)Rules of Play: Game Design Fundamentals (2003)Next Generation Science Standards: For States, By States (2013)Active learning increases student performance in science, engineering, and mathematics (2014)
this work references cited by second hop

References

  • 2007Game2Learn96 cited
  • 2002The effect of a male-oriented computer gaming culture on careers in the computer industry80 cited
  • 2002Design patterns for games26 cited

Cited by

  • 2016LudusScope: Accessible Interactive Smartphone Microscopy for Life-Science Education83 cited
  • 2015A Biotic Game Design Project for Integrated Life Science and Engineering Education55 cited
  • 2010A framework for evidence based visual style development for serious games37 cited
  • 2012Motivational aspects of different learning contexts: “My mom won’t let me play this game…”32 cited
  • 2011Human-Computer Interaction, Tourism and Cultural Heritage21 cited
  • 2010Gender Differences in Teenagers’ Elective Use of Computer Technology14 cited

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