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Studying the Impact of Using Multimedia Interactive Programs at Children Ability to Learn Basic Math Skills.
16 references·0 citing·45 second hop
Studying the Impact of Using Multimedia Interactive Programs at Children Ability to Learn Basic Math Skills. (2012)Studying the Impact of Using Multimedia I…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Impact of media richness and flow on e-learning technology acceptance (2009)Impact of media richness and …Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…Learning performance with interactive simulations in medical education: Lessons learned from results of learning complex physiological models with the HAEMOdynamics SIMulator (2008)Learning performance with int…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…Digital Natives Come to Preschool: Implications for Early Childhood Practice (2007)Digital Natives Come to Presc…The interactivity effect in multimedia learning (2006)The interactivity effect in m…Knowledge-worker productivity: the biggest challenge (2006)Knowledge-worker productivity…Computers in Early Childhood Mathematics (2002)Computers in Early Childhood …The Effects of Other Technologies on Literacy and Literacy Learning (2000)The Effects of Other Technolo…Millennials Rising: The Next Great Generation (2000)Millennials Rising: The Next …Changing How and What Children Learn in School with Computer-Based Technologies (2000)Changing How and What Childre…Multimedia learning: Are we asking the right questions? (1997)Multimedia learning: Are we a…Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (1997)Joystick Nation: How Videogam…Educational characteristics of multimedia: a literature review (1997)Educational characteristics o…Handbook of reading research (1991)Handbook of reading researchMind in Society: The Development of Higher Psychological Processes (1978)Case Study Research: Design and Methods (1984)Handbook of Qualitative Research (1994)Game-Based Learning: Latest Evidence and Future Directions (2013)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Effects of game‐based learning on students' mathematics achievement: A meta‐analysis (2019)Mental Models (1983)Mental Representations: A Dual Coding Approach (1986)Working Memory (1992)Cognitive principles of multimedia learning: The role of modality and contiguity. 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(2013)How gamification motivates visits and engagement for online academic dissemination – An empirical study (2015)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)The simple view of reading (1990)Improving Students’ Learning With Effective Learning Techniques (2013)Knowledge‐enabled customer relationship management: integrating customer relationship management and knowledge management concepts[1] (2003)Relational Archetypes, Organizational Learning, and Value Creation: Extending the Human Resource Architecture (2007)Translating the impact of knowledge management processes into knowledge-based innovation: The neglected and mediating role of knowledge-worker productivity (2017)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? 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References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 1991Handbook of reading research6,847 cited
  • 2000Millennials Rising: The Next Great Generation2,542 cited
  • 1997Multimedia learning: Are we asking the right questions?1,533 cited
  • 2006Knowledge-worker productivity: the biggest challenge1,094 cited
  • 2000Changing How and What Children Learn in School with Computer-Based Technologies830 cited
  • 2009Impact of media richness and flow on e-learning technology acceptance588 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 2006The interactivity effect in multimedia learning273 cited
  • 1997Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds230 cited
  • 2002Computers in Early Childhood Mathematics223 cited
  • 2008Learning performance with interactive simulations in medical education: Lessons learned from results of learning complex physiological models with the HAEMOdynamics SIMulator192 cited
  • 2007Digital Natives Come to Preschool: Implications for Early Childhood Practice160 cited
  • 1997Educational characteristics of multimedia: a literature review

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141 cited
  • 2000The Effects of Other Technologies on Literacy and Literacy Learning126 cited
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