SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games
9 references·10 citing·50 second hop
A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games (2008)A descriptive study of Turkish high schoo…Flow experiences of children in an interactive social game environment (2007)Flow experiences of children …Profile of Internet Cafe users in Turkey (2006)Profile of Internet Cafe user…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…Learning by design: Games as learning machines (2004)Learning by design: Games as …HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling (2000)Participatory Simulations: Bu…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey (2022)Digital Gaming Trends of Midd…Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students (2018)Traditional and Digital Game …Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes (2017)Digital games for learning en…Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions (2015)Comparing 2D and 3D game‐base…The role of cognitive distortion in online game addiction among Chinese adolescents (2013)The role of cognitive distort…Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands (2013)Students' attitudes toward pl…Digital educational game value hierarchy from a learners’ perspective (2013)Digital educational game valu…Review of Research on Computer Games (2011)Review of Research on Compute…Challenges in the evaluation of educational computer games (2010)Challenges in the evaluation …Learning from SimCity: An empirical study of Turkish adolescents (2009)Learning from SimCity: An emp…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Diagnostic and Statistical Manual of Mental Disorders. (2000)Cognitive Therapy for Depression (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)Internet Gaming Disorder Treatment: A Review of Definitions of Diagnosis and Treatment Outcome (2014)Functional impairment matters in the screening and diagnosis of gaming disorder (2017)Prevalence and predictors of smartphone addiction proneness among Korean adolescents (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Experience and Education (1986)Cultivating Model-Based Reasoning in Science Education (2005)Promoting Transfer by Grounding Complex Systems Principles (2008)Learning physics through play in an augmented reality environment (2012)Democracy and Education (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Toward a Theory of Intrinsically Motivating Instruction* (1981)The impact of intrinsic motivation on e‐learning in authentic computer tasks (2004)Game object model version II: a theoretical framework for educational game development (2006)Gameplaying for maths learning: cooperative or not? (2006)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Finding flow: the psychology of engagement with everyday life (1997)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)What Video Games Have to Teach Us about Learning and Literacy (2004)Teaching Mathematics: Using research-informed strategies (2011)The impact of tutorials on games of varying complexity (2012)The Language of Mathematics: The Importance of Teaching and Learning Mathematical Vocabulary (2015)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Using Gamification and Serious Games for English Language Learning (2019)Multimedia Learning (2002)On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2006)How features of educational technology applications affect student reading outcomes: A meta-analysis (2012)Toward a Taxonomy Linking Game Attributes to Learning (2012)Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Ecology of Games: Connecting Youth, Games and Learning (2009)Why so serious? On the relation of serious games and learning (2010)Game-Based Learning in Science Education: A Review of Relevant Research (2013)
this work references cited by second hop

References

  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 1999The use of computer games as an educational tool: identification of appropriate game types and game elements452 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited
  • 2000Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling345 cited
  • 2007Flow experiences of children in an interactive social game environment254 cited
  • 2004Learning by design: Games as learning machines212 cited
  • 2006Profile of Internet Cafe users in Turkey48 cited

Cited by

  • 2013The role of cognitive distortion in online game addiction among Chinese adolescents214 cited
  • 2011Review of Research on Computer Games122 cited
  • 2013Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands73 cited
  • 2017Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes65 cited
  • 2013Digital educational game value hierarchy from a learners’ perspective

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

54 cited
  • 2009Learning from SimCity: An empirical study of Turkish adolescents45 cited
  • 2010Challenges in the evaluation of educational computer games43 cited
  • 2015Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions36 cited
  • 2018Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students34 cited
  • 2022Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey12 cited