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The Use of Computer Games in Education
16 references·0 citing·47 second hop
The Use of Computer Games in Education (2011)The Use of Computer Games in EducationVideo Games and the Future of Learning (2005)Video Games and the Future of…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Combining Software Games with Education: Evaluation of its Educational Effectiveness (2005)Combining Software Games with…Classification of learning outcomes: evidence from the computer games literature (2005)Classification of learning ou…What video games have to teach us about learning and literacy (2004)What video games have to teac…Video Games in Education (2003)Video Games in EducationThe game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…The educational benefits of videogames (2002)The educational benefits of v…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Does Venting Anger Feed or Extinguish the Flame? Catharsis, Rumination, Distraction, Anger, and Aggressive Responding (2002)Does Venting Anger Feed or Ex…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES …Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Instructional Media and Technologies for Learning (1996)Instructional Media and Techn…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…A theory of play and fantasy. (1955)Story and Discourse: Narrative Structure in Fiction and Film (1979)Rules of Play: Game Design Fundamentals (2003)Gaming at a LAN event: the social context of playing video games (2005)Video game values: Human–computer interaction and games (2006)Beyond Play (2007)Toward a Theory of Intrinsically Motivating Instruction* (1981)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Short- and long-term benefits of cognitive training (2011)Theoretical Foundations of Learning Environments (2014)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)New Vocabularies in Film Semiotics (2005)Serious games as new educational tools: how effective are they? 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(1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Intraclass correlations: Uses in assessing rater reliability. (1979)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Beat them or ban them: The characteristics and social functions of anger and contempt. (2007)Memory reconsolidation, emotional arousal, and the process of change in psychotherapy: New insights from brain science (2014)Integrating emotion regulation and emotional intelligence traditions: a meta-analysis (2015)Theory and practice of online learning (2004)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Blended learning effectiveness: the relationship between student characteristics, design features and outcomes (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)
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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 1996Instructional Media and Technologies for Learning968 cited
  • 2002Does Venting Anger Feed or Extinguish the Flame? Catharsis, Rumination, Distraction, Anger, and Aggressive Responding835 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2003Video Games in Education711 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2004What video games have to teach us about learning and literacy485 cited
  • 2005Classification of learning outcomes: evidence from the computer games literature447 cited
  • 2005Combining Software Games with Education: Evaluation of its Educational Effectiveness422 cited

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  • 1998DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS415 cited
  • 2002The educational benefits of videogames334 cited
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