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‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
13 references·9 citing·34 second hop
‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom (2014)‘Computer games can get your brain workin…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…International Perspectives on Youth Media: Cultures of Production and Education (2011)International Perspectives on…EU kids online II: final report 2011 (2011)EU kids online II: final repo…Quest to Learn: Developing the School for Digital Kids (2010)Quest to Learn: Developing th…A casual revolution: reinventing video games and their players (2010)A casual revolution: reinvent…The ecology of games : connecting youth, games, and learning (2008)The ecology of games : connec…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Computer games: text, narrative and play (2006)Computer games: text, narrati…Video Games and the Future of Learning (2005)Video Games and the Future of…UK Children Go Online : final report of key project findings (2005)UK Children Go Online : final…Report on the educational use of games (2002)Report on the educational use…The Connected Family: Bridging the Digital Generation Gap (1996)The Connected Family: Bridgin…Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research (2023)Perceptions and factors affec…A scoping review of video games and learning in secondary classrooms (2023)A scoping review of video gam…Video gaming and digital competence among elementary school students (2022)Video gaming and digital comp…Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other (2021)Student, parent, and teacher …An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game (2021)An Evaluation of the Relation…“It gives you that sense of hope”: An exploration of technology use to mediate student engagement with mathematics (2020)“It gives you that sense of h…How do teens learn to play video games? (2019)How do teens learn to play vi…Same but different? An examination of Swedish upper secondary school teachers’ and students’ views and use of ICT in education (2017)Same but different? An examin…Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning (2016)Pre-Service Teacher Training …Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Situated Learning: Legitimate Peripheral Participation. (1994)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)Moving learning games forward (2009)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Cheerleaders/booth babes/Halohoes: pro-gaming, gender and jobs for the boys (2009)Video Game Genre, Evolution and Innovation (2009)Gender, Simulation, and Gaming: Research Review and Redirections (2010)A ‘benign addition’? Research on ICT and pre‐school children (2003)Computers and Young Children: Social Benefit or Social Problem? (2003)The Impact of Fun and Enjoyment on Adult's Learning (2014)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Player Types: A Meta-synthesis (2014)Digital beginnings: Young children's use of popular culture, media and new technologies (2005)IMing, Text Messaging, and Adolescent Social Networks (2006)On the Rapid Rise of Social Networking Sites: New Findings and Policy Implications (2009)Wii all play (2009)The limits of peer production: Some reminders from Max Weber for the network society (2010)Civic Participation Reimagined: Youth Interrogation and Innovation in the Multimodal Public Sphere (2017)
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References

  • 2006Motivations for Play in Online Games2,933 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2006From Content to Context: Videogames as Designed Experience1,091 cited
  • 2010A casual revolution: reinventing video games and their players884 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 1996The Connected Family: Bridging the Digital Generation Gap384 cited
  • 2002Report on the educational use of games333 cited
  • 2008The ecology of games : connecting youth, games, and learning327 cited
  • 2005UK Children Go Online : final report of key project findings301 cited
  • 2006Computer games: text, narrative and play229 cited
  • 2011EU kids online II: final report 2011138 cited
  • 2010Quest to Learn: Developing the School for Digital Kids81 cited
  • 2011International Perspectives on Youth Media: Cultures of Production and Education63 cited

Cited by

  • 2020“It gives you that sense of hope”: An exploration of technology use to mediate student engagement with mathematics92 cited
  • 2016Pre-Service Teacher Training on Game-Enhanced Mathematics Teaching and Learning55 cited

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  • 2017Same but different? An examination of Swedish upper secondary school teachers’ and students’ views and use of ICT in education53 cited
  • 2023Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research45 cited
  • 2023A scoping review of video games and learning in secondary classrooms34 cited
  • 2021An Evaluation of the Relationship Between Perceptions and Performance of Students in a Serious Game32 cited
  • 2021Student, parent, and teacher perceptions towards digital educational games: How they differ and influence each other30 cited
  • 2019How do teens learn to play video games?21 cited
  • 2022Video gaming and digital competence among elementary school students20 cited