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Factors affecting teachers' adoption of educational computer games: A case study
13 references·11 citing·44 second hop
Factors affecting teachers' adoption of educational computer games: A case study (2009)Factors affecting teachers' adoption of e…Beyond Edutainment: Exploring the Educational Potential of Computer Games (2011)Beyond Edutainment: Exploring…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Coding Issues in Grounded Theory. (2006)Coding Issues in Grounded The…Epistemic frames for epistemic games (2005)Epistemic frames for epistemi…The impact of digital games in education. (2003)The impact of digital games i…Factors influencing the adoption of the Internet as a teaching tool at foreign language schools (2003)Factors influencing the adopt…Diffusion of innovations. (2003)Diffusion of innovations.Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Handbook of qualitative research (2000)Handbook of qualitative resea…Learning in the Field: An Introduction to Qualitative Research (1998)Learning in the Field: An Int…Diffusion Theory and Instructional Technology (1997)Diffusion Theory and Instruct…Organizing knowledge syntheses: A taxonomy of literature reviews (1988)Organizing knowledge synthese…Diffusion of Innovations (1963)Diffusion of InnovationsDesign, Development, and Evaluation of a Cybersecurity, Privacy, and Digital Literacy Game for Tweens (2021)Design, Development, and Eval…“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms (2021)“Access to technology is the …Toward Understanding Secondary Teachers’ Decisions to Adopt Geospatial Technologies: An Examination of Everett Rogers’ Diffusion of Innovation Framework (2020)Toward Understanding Secondar…Challenges in Serious Game Design and Development: Educators’ Experiences (2020)Challenges in Serious Game De…Digital educational games and mathematics. Results of a case study in primary school settings (2017)Digital educational games and…A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems (2013)A Learning Style Perspective …Exploring different technological platforms for supporting co-located collaborative games in the classroom (2012)Exploring different technolog…A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction (2012)A survey of exemplar teachers…Understanding factors associated with teacher‐directed student use of technology in elementary classrooms: A structural equation modeling approach (2011)Understanding factors associa…A framework for the design and integration of collaborative classroom games (2011)A framework for the design an…Multiple Perspectives on Problem Solving and Learning in the Digital Age (2010)Multiple Perspectives on Prob…Schooling and the Acquisition of Knowledge (1978)Situated Learning: Legitimate Peripheral Participation. 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(1994)Standing on the Shoulders of Giants: Challenges and Recommendations of Literature Search in Information Systems Research (2015)Conducting systematic literature review in operations management (2016)Issues and Challenges for Teaching Successful Online Courses in Higher Education (2017)Flow: the psychology of optimal experience (1990)Self-Regulated Learning and Academic Achievement: An Overview (1990)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Experiential Learning : Experience as the Source of Learning and Development (1983)Communities of practice learning, meaning, and identity (1999)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Acceptance of game-based learning by secondary school teachers (2013)A comparative analysis of models of instructional design (1980)Knowing Machines: Essays on Technical Change (1996)Why Things Bite Back: Technology and the Revenge of Unintended Consequences (1997)On-Line Forums[1]: New Platforms for Professional Development and Group Collaboration (2006)Commercialization of sustainable energy technologies (2010)Paradigms Lost and Pragmatism Regained (2007)An Introduction to Qualitative Research (2009)Critical Race Theory, Racial Microaggressions, and Campus Racial Climate for Latina/o Undergraduates (2009)The diffusion of innovations (1983)A New Product Growth for Model Consumer Durables (2004)Using the Internet to Promote Health Behavior Change: A Systematic Review and Meta-analysis of the Impact of Theoretical Basis, Use of Behavior Change Techniques, and Mode of Delivery on Efficacy (2010)Digital game‐based learning once removed: Teaching teachers (2007)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)Talking about pictures: A case for photo elicitation (2002)Two Decades of Developments in Qualitative Inquiry (2002)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)
this work references cited by second hop

References

  • 2003Diffusion of innovations.13,723 cited
  • 2000Handbook of qualitative research7,052 cited
  • 1963Diffusion of Innovations6,675 cited
  • 1998Learning in the Field: An Introduction to Qualitative Research2,934 cited
  • 1988Organizing knowledge syntheses: A taxonomy of literature reviews1,014 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2005Epistemic frames for epistemic games472 cited
  • 2008Examining the pedagogical foundations of modern educational computer games436 cited
  • 2011Beyond Edutainment: Exploring the Educational Potential of Computer Games289 cited
  • 1997Diffusion Theory and Instructional Technology273 cited
  • 2006Coding Issues in Grounded Theory.266 cited
  • 2003The impact of digital games in education.169 cited
  • 2003Factors influencing the adoption of the Internet as a teaching tool at foreign language schools149 cited

Cited by

  • 2011A framework for the design and integration of collaborative classroom games141 cited
  • 2013A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems

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136 cited
  • 2011Understanding factors associated with teacher‐directed student use of technology in elementary classrooms: A structural equation modeling approach136 cited
  • 2020Challenges in Serious Game Design and Development: Educators’ Experiences124 cited
  • 2021“Access to technology is the major challenge”: Teacher perspectives on barriers to DGBL in K-12 classrooms97 cited
  • 2012A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction91 cited
  • 2012Exploring different technological platforms for supporting co-located collaborative games in the classroom83 cited
  • 2017Digital educational games and mathematics. Results of a case study in primary school settings71 cited
  • 2021Design, Development, and Evaluation of a Cybersecurity, Privacy, and Digital Literacy Game for Tweens64 cited
  • 2010Multiple Perspectives on Problem Solving and Learning in the Digital Age57 cited
  • 2020Toward Understanding Secondary Teachers’ Decisions to Adopt Geospatial Technologies: An Examination of Everett Rogers’ Diffusion of Innovation Framework11 cited