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Making games in the classroom: Benefits and gender concerns
16 references·7 citing·42 second hop
Making games in the classroom: Benefits and gender concerns (2011)Making games in the classroom: Benefits a…Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Effects of constructing versu…Children's Motivations for Video Game Play in the Context of Normal Development (2010)Children's Motivations for Vi…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…Assessing Creativity Using the Consensual Assessment Technique (2009)Assessing Creativity Using th…Teens, video games and civics (2008)Teens, video games and civicsComputer game design: Opportunities for successful learning (2008)Computer game design: Opportu…Interaction Design and Children (2007)Interaction Design and Childr…Game literacy in theory and practice (2007)Game literacy in theory and p…Learning How to Learn and Assessment for Learning: a theoretical inquiry (2006)Learning How to Learn and Ass…Gender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…Playing and Making Games for Learning (2005)Playing and Making Games for …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 (2004)What video games have to teac…LITERACY IN THE NEW MEDIA AGE (2003)LITERACY IN THE NEW MEDIA AGEScale Development : Theory and Applications (1991)Scale Development : Theory an…Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes (2024)Serious game-based learning a…Exploring Digital Agility and Digital Transformation Leadership (2023)Exploring Digital Agility and…Making more of games: Cultivating perspective-taking through game design (2020)Making more of games: Cultiva…The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning (2018)The effects of an online prof…Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an …Learning problem-solving through making games at the game design and learning summer program (2014)Learning problem-solving thro…Narrative Threads: A Tool to Support Young People in Creating Their Own Narrative-Based Computer Games (2013)Narrative Threads: A Tool to …Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(1999)The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)Falling in love with online games: The uses and gratifications perspective (2010)Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction (2020)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Minds in play: computer game design as a context for children's learning (1995)Effects of video-game play on information processing: A meta-analytic investigation (2013)Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Handbook of Emotions (1993)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Motivations for Play in Online Games (2006)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)The Ideal Self at Play (2011)Friends, fun, frustration and fantasy: Child motivations for video game play (2012)Endogenous fantasy and learning in digital games (2005)Classifying Serious Games (2011)Leveraging Mobile Games for Place-Based Language Learning (2011)Index Construction with Formative Indicators: An Alternative to Scale Development (2001)Scale Development Research (2006)Making sense of Cronbach's alpha (2011)The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)Video Games Do Affect Social Outcomes (2014)Taken Out of Context: American Teen Sociality in Networked Publics (2017)The "Academic Literacies" Model: Theory and Applications (2006)“Multiliteracies”: New Literacies, New Learning (2009)
this work references cited by second hop

References

  • 1991Scale Development : Theory and Applications15,552 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003LITERACY IN THE NEW MEDIA AGE4,001 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • 2005Playing and Making Games for Learning576 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 2010Children's Motivations for Video Game Play in the Context of Normal Development444 cited
  • 2008Teens, video games and civics442 cited
  • 2010Effects of constructing versus playing an educational game on student motivation and deep learning strategy use372 cited
  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 2008Computer game design: Opportunities for successful learning353 cited
  • 2006Learning How to Learn and Assessment for Learning: a theoretical inquiry230 cited
  • 2007Game literacy in theory and practice208 cited
  • 2009Assessing Creativity Using the Consensual Assessment Technique204 cited

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2007
Interaction Design and Children
198 cited

Cited by

  • 2018The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning84 cited
  • 2014Learning problem-solving through making games at the game design and learning summer program81 cited
  • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited
  • 2024Serious game-based learning and learning by making games: Types of game-based pedagogies and student gaming hours impact students' science learning outcomes53 cited
  • 2020Making more of games: Cultivating perspective-taking through game design49 cited
  • 2013Narrative Threads: A Tool to Support Young People in Creating Their Own Narrative-Based Computer Games41 cited
  • 2023Exploring Digital Agility and Digital Transformation Leadership38 cited