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La dimensión socioeducativa de los videojuegos
9 references·1 citing·40 second hop
La dimensión socioeducativa de los videojuegos (2006)La dimensión socioeducativa de los videoj…Video game designs by girls and boys: variability and consistency of gender differences (1998)Video game designs by girls a…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Undergraduate students' use of information communicated during e-mail “tutorials” (1997)Undergraduate students' use o…Gender and computing: A decade of change? (1997)Gender and computing: A decad…Interacting with Video (1996)Interacting with VideoVideo games as cultural artifacts (1994)Video games as cultural artif…Beyond Technology's Promise: An Examination of Children's Educational Computing at Home (1993)Beyond Technology's Promise: …Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Sex Bias in Educational Software: The Effect of Designers' Stereotypes on the Software They Design1 (1987)Sex Bias in Educational Softw…Los videojuegos en la educación: Beneficios y perjuicios (2020)Los videojuegos en la educaci…The Second Self: Computers and the Human Spirit (1986)Failing at Fairness: How America's Schools Cheat Girls. (1995)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Child–computer interaction (2012)Play, Dreams And Imitation In Childhood (2013)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Toward a Theory of Intrinsically Motivating Instruction* (1981)Apprenticeship in thinking: cognitive development in social context (1990)Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play (2009)Cognitive enhancement through action video game training: great expectations require greater evidence (2014)Young adults learning executive function skills by playing focused video games (2018)Grammatical structures written at three grade levels (1965)Gender-based differences in attitudes toward computers (1993)Preferences toward the constructivist Internet-based learning environments among high school students in Taiwan (2004)Attitudes and knowledge level of teachers in ICT use: The case of Turkish teachers (2010)Implementing tablet PCs in schools: Students’ attitudes and opinions (2013)Rethinking University Teaching (2013)Sex‐Role Stereotypes: A Current Appraisal1 (1972)When people ask "why" questions, and the heuristics of attributional search. (1981)Social psychological aspects of computer-mediated communication. (1984)The Current Status of Gender Equity Research in American Schools (1993)The Impact of Psychological Gender, Gender-Related Perceptions, Significant Others, and the Introducer of Technology upon Computer Anxiety in Students (1998)Middle school students' technology practices and preferences: re-examining gender differences (2001)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Understanding Video Games: The Essential Introduction (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)Playing with Computing Technologies in the Home (1999)The effects of home computers on school enrollment (2004)The Effects of Home Computers on Educational Outcomes: Evidence from a Field Experiment with Community College Students (2011)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)Computer self efficacy and gender: a cross cultural study of Scotland and Romania (2000)Can compute, won’t compute: women's participation in the culture of computing (2003)IS IT ALL IN THE GAME? LEARNER SUPPORT IN AN EDUCATIONAL KNOWLEDGE MANAGEMENT SIMULATION GAME (1959)Gaming, Gender, and Time: Who Makes Time to Play? (2009)
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References

  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1994Video games as cultural artifacts161 cited
  • 1997Undergraduate students' use of information communicated during e-mail “tutorials”152 cited
  • 1997Gender and computing: A decade of change?121 cited
  • 1993Beyond Technology's Promise: An Examination of Children's Educational Computing at Home98 cited
  • 1998Video game designs by girls and boys: variability and consistency of gender differences94 cited
  • 1987Sex Bias in Educational Software: The Effect of Designers' Stereotypes on the Software They Design185 cited
  • 1996Interacting with Video77 cited

Cited by

  • 2020Los videojuegos en la educación: Beneficios y perjuicios33 cited

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