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Idrett, dataspilling og skole - konkurrerende eller «på lag»?
16 references·2 citing·41 second hop
Idrett, dataspilling og skole - konkurrerende eller «på lag»? (2015)Idrett, dataspilling og skole - konkurrer…Digital Game-Based Learning (2020)Digital Game-Based LearningThe Changing Face of Language Learning: Learning Beyond the Classroom (2015)The Changing Face of Language…The benefits of playing video games. (2013)The benefits of playing video…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Recent advances in research on school-based extracurricular activities and adolescent development (2011)Recent advances in research o…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…Linking Extracurricular Programming to Academic Achievement: Who Benefits and Why? (2002)Linking Extracurricular Progr…Extracurricular School Activities: The Good, the Bad, and the Nonlinear (2002)Extracurricular School Activi…Toward a psychology of positive youth development. (2000)Toward a psychology of positi…Toward a psychology of positive youth development. (2000)Toward a psychology of positi…Leisure activities and adolescent antisocial behavior: The role of structure and social context (2000)Leisure activities and adoles…Student Council, Volunteering, Basketball, or Marching Band (1999)Student Council, Volunteering…Do extracurricular activities protect against early school dropout? (1997)Do extracurricular activities…Extracurricular activities: Beneficial extension of the traditional curriculum or subversion of academic goals? (1992)Extracurricular activities: B…Participation in Extracurricular Activities in Secondary School: What Is Known, What Needs to Be Known? (1987)Participation in Extracurricu…The Adolescent Society: The Social Life of the Teenager and its Impact on Education. (1963)The Adolescent Society: The S…Digital games, literacy and language learning in L1 and L2 (2022)Digital games, literacy and l…Deep Reading and In-depth Learning in English Language Education (2022)Deep Reading and In-depth Lea…Illusion and well-being: A social psychological perspective on mental health. (1988)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)The Role of Subjective Well-Being in Positive Youth Development (2004)The Role of School-Based Extracurricular Activities in Adolescent Development: A Comprehensive Review and Future Directions (2005)Is extracurricular participation associated with beneficial outcomes? Concurrent and longitudinal relations. (2006)The Adolescent Society (1962)Bowling Young: How Youth Voluntary Associations Influence Adult Political Participation (2006)Adolescent Development in Interpersonal Context (2007)Understanding Adolescents’ Positive and Negative Developmental Experiences in Sport (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)The Social Construction of Reality: A Treatise in the Sociology of Knowledge. (1967)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Making good: How ex-convicts reform and rebuild their lives. (2001)Extracurricular Activities and Adolescent Development (2003)Handbook of Multivariate Experimental Psychology (1988)Relation of implicit theories to the construction of personal histories. (1989)Seizing the Middle Ground: (1997)Identity : Youth and Crisis. 1968 (1968)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)An Organizing Framework for Collective Identity: Articulation and Significance of Multidimensionality. (2004)Prosocial Behavior: Multilevel Perspectives (2004)Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011)Diagnostic and Statistical Manual of Mental Disorders (2013)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Social Media Disorder Scale (2016)Flow: The Psychology of Optimal Experience (1991)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Youth sport programs: an avenue to foster positive youth development (2005)Life skills development through sport: current status and future directions (2008)
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References

  • 2020Digital Game-Based Learning2,893 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2000Toward a psychology of positive youth development.1,796 cited
  • 2000Toward a psychology of positive youth development.1,673 cited
  • 1999Student Council, Volunteering, Basketball, or Marching Band1,527 cited
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 1997Do extracurricular activities protect against early school dropout?812 cited
  • 2000Leisure activities and adolescent antisocial behavior: The role of structure and social context746 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2002Linking Extracurricular Programming to Academic Achievement: Who Benefits and Why?630 cited
  • 2002Extracurricular School Activities: The Good, the Bad, and the Nonlinear508 cited
  • 1963The Adolescent Society: The Social Life of the Teenager and its Impact on Education.508 cited
  • 1992Extracurricular activities: Beneficial extension of the traditional curriculum or subversion of academic goals?496 cited
  • 1987Participation in Extracurricular Activities in Secondary School: What Is Known, What Needs to Be Known?489 cited
  • 2015The Changing Face of Language Learning: Learning Beyond the Classroom

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403 cited
  • 2011Recent advances in research on school-based extracurricular activities and adolescent development387 cited
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    • 2022Digital games, literacy and language learning in L1 and L228 cited
    • 2022Deep Reading and In-depth Learning in English Language Education18 cited