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Teacher Candidate Responses to Digital Games
16 references·8 citing·44 second hop
Teacher Candidate Responses to Digital Games (2010)Teacher Candidate Responses to Digital Ga…Aptitude, Learning, and Instruction (2021)Aptitude, Learning, and Instr…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Teens, video games and civics (2008)Teens, video games and civicsDigital Games in Education (2007)Digital Games in EducationThe Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…How Computer Games Help Children Learn (2006)How Computer Games Help Child…Evaluating Strategies Used To Incorporate Technology Into Preservice Education (2006)Evaluating Strategies Used To…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Teacher Dispositions as Predictors of Classroom Technology Use (2004)Teacher Dispositions as Predi…Moving From Theory to Practice: An Examination of the Factors That Preservice Teachers Encounter as the Attempt to Gain Experience Teaching with Technology During Field Placement Experiences (2004)Moving From Theory to Practic…Factors Affecting Technology Uses in Schools: An Ecological Perspective (2003)Factors Affecting Technology …Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling (2000)Participatory Simulations: Bu…Psychology : Themes and Variations (1991)Psychology : Themes and Varia…Mind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…Acceptance and Use of Technology on Digital Learning Resource Utilization and Digital Literacy Among Chinese Engineering Students: A Longitudinal Study Based on the UTAUT2 Model (2025)Acceptance and Use of Technol…Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)Preservice Teachers’ Knowledg…Principles for Advancing Game-Based Learning in Teacher Education (2020)Principles for Advancing Game…Children’s Experiences on Learning the 21st-Century Skills With Digital Games (2019)Children’s Experiences on Lea…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…An Exploratory Multiple Case Study about Using Game-Based Learning in STEM Classrooms (2017)An Exploratory Multiple Case …The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom (2016)The Effects of Game Design Ex…Are You Ready to Teach Secondary Mathematics in the 21stCentury? (2013)Are You Ready to Teach Second…Understanding Media: The Extensions of Man (1964)Perspectives on Activity Theory (1999)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)An online game approach for improving students’ learning performance in web-based problem-solving activities (2012)The potential of digital tools to enhance mathematics and science learning in secondary schools: A context-specific meta-analysis (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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(1968)Multimedia Learning (2002)The Ideal Elf: Identity Exploration in World of Warcraft (2007)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Students’ perceptions about the use of video games in the classroom (2009)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Social Capital in the Creation of Human Capital (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)International Handbook of Information Technology in Primary and Secondary Education (2008)Factors affecting technology integration in K-12 classrooms: a path model (2009)Teacher value beliefs associated with using technology: Addressing professional and student needs (2010)Effects of Sleep Deprivation on Performance: A Meta-Analysis (1996)A review of research methods in IO/OB work-family research. (2007)Self-Presentation 2.0: Narcissism and Self-Esteem on Facebook (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Examining Pedagogical Content Knowledge (2002)The role of achievement goals in the development of interest: Reciprocal relations between achievement goals, interest, and performance. (2008)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2003Factors Affecting Technology Uses in Schools: An Ecological Perspective947 cited
  • 1991Psychology : Themes and Variations713 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2007Digital Games in Education607 cited
  • 2008The effects of computer games on primary school students’ achievement and motivation in geography learning587 cited
  • 2021Aptitude, Learning, and Instruction555 cited
  • 2006Evaluating Strategies Used To Incorporate Technology Into Preservice Education482 cited
  • 2008Teens, video games and civics442 cited
  • 2004Teacher Dispositions as Predictors of Classroom Technology Use396 cited
  • 2000Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling345 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers

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337 cited
  • 2004Moving From Theory to Practice: An Examination of the Factors That Preservice Teachers Encounter as the Attempt to Gain Experience Teaching with Technology During Field Placement Experiences220 cited
  • Cited by

    • 2020Principles for Advancing Game-Based Learning in Teacher Education85 cited
    • 2018The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning84 cited
    • 2019Children’s Experiences on Learning the 21st-Century Skills With Digital Games80 cited
    • 2016The Effects of Game Design Experience on Teachers’ Attitudes and Perceptions regarding the Use of Digital Games in the Classroom75 cited
    • 2022Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning52 cited
    • 2017An Exploratory Multiple Case Study about Using Game-Based Learning in STEM Classrooms52 cited
    • 2013Are You Ready to Teach Secondary Mathematics in the 21stCentury?48 cited
    • 2025Acceptance and Use of Technology on Digital Learning Resource Utilization and Digital Literacy Among Chinese Engineering Students: A Longitudinal Study Based on the UTAUT2 Model22 cited