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The Story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game
2 references·6 citing·37 second hop
The Story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game (1999)The Story of Phoenix Quest: How girls res…Computers and Classroom Culture (1995)Computers and Classroom Cultu…The Shape of Text to Come: The Texture of Print on Screens (1993)The Shape of Text to Come: Th…Impact of online flexible games on students’ attitude towards mathematics (2017)Impact of online flexible gam…Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education (2015)Japanese Students’ Perception…Educational Computer Games for Malaysian Classrooms: Issues and Challenges (2012)Educational Computer Games fo…Classroom goal structures for educational math game application (2006)Classroom goal structures for…At-risk and Not At-risk Adolescent Girls in Single-sex and Mixed-sex School Settings: an examination of their goals and reputations (2002)At-risk and Not At-risk Adole…Computer Games, Education And Interfaces: The E-GEMS Project (1999)Computer Games, Education And…A classroom study (1995)Give and take (1995)Playing together beats playing apart, especially for girls (1995)Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning (2016)Playing style recognition through an adaptive video game (2017)Playing styles based on experiential learning theory (2018)Cooperative Learning: Theory, Research and Practice (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Play, Dreams And Imitation In Childhood (2013)Digital Game-Based Learning for Remedial Mathematics Students: A New Teaching and Learning Approach in Malaysia (2014)Social Theory and Social Structure (1958)Social Learning Theory. (1978)A General Theory of Crime (1990)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Teaching Digital Natives: Partnering for Real Learning (2010)Design and Development of Arabic Online Games – A Conceptual Paper (2015)Digital Game-Based Learning (2020)Orality and Literacy (1982)Understanding Readers and Their Uses of Texts (1985)Project Jefferson: Integrating Research and Instruction. (1988)Down the yellow chip road: Hypertext portfolios in Oz (1996)US-China Foreign Language (2014)Considering the Comments: Theorizing Online Audiences as Emergent Processes (2018)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)User Acceptance of Information Technology: Toward A Unified View1 (2003)Gamification for Education: Review of Current Publications (2018)Students’ perceptions of the use of Kahoot! in English as a foreign language classroom learning context (2021)Perceptions and factors affecting the adoption of digital games for engineering education: a mixed-method research (2023)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Handbook of research on mathematics teaching and learning (1992)Game-based e-learning for urban tourism education through an online scenario game (2019)A systematic review of secondary students’ attitudes towards mathematics and its relations with mathematics achievement (2022)Meaningful Learning in Mathematics: A Research Synthesis of Teaching Approaches (2022)Designing Social Infrastructure: Critical Issues in Creating Learning Environments With Technology (2006)Gender, Simulation, and Gaming: Research Review and Redirections (2010)Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public (2012)
this work references cited by second hop

References

  • 1995Computers and Classroom Culture263 cited
  • 1993The Shape of Text to Come: The Texture of Print on Screens43 cited

Cited by

  • 2015Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher Education52 cited
  • 2017Impact of online flexible games on students’ attitude towards mathematics51 cited
  • 1999Computer Games, Education And Interfaces: The E-GEMS Project44 cited
  • 2006Classroom goal structures for educational math game application31 cited
  • 2012Educational Computer Games for Malaysian Classrooms: Issues and Challenges30 cited
  • 2002At-risk and Not At-risk Adolescent Girls in Single-sex and Mixed-sex School Settings: an examination of their goals and reputations22 cited

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