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Review of Research on Computer Games
16 references·1 citing·48 second hop
Review of Research on Computer Games (2011)Review of Research on Computer GamesViolent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…How Computer Games Help Children Learn (2006)How Computer Games Help Child…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…What video games have to teach us about learning and literacy (2003)What video games have to teac…The Influence of Media Violence on Youth (2003)The Influence of Media Violen…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Multimedia Learning (2001)Multimedia LearningEffects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Scientific Discovery Learning with Computer Simulations of Conceptual Domains (1998)Scientific Discovery Learning…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …The Good, the Bad, and the Ugly: The Many Faces of Constructivism (1995)The Good, the Bad, and the Ug…Reconsidering Research on Learning from Media (1983)Reconsidering Research on Lea…Using Gamification and Serious Games for English Language Learning (2019)Using Gamification and Seriou…The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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References

  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching6,900 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1983Reconsidering Research on Learning from Media2,713 cited
  • 2001Multimedia Learning2,301 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1998Scientific Discovery Learning with Computer Simulations of Conceptual Domains1,592 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 1995The Good, the Bad, and the Ugly: The Many Faces of Constructivism1,330 cited
  • 2006From Content to Context: Videogames as Designed Experience

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1,091 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2003The Influence of Media Violence on Youth966 cited
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    • 2019Using Gamification and Serious Games for English Language Learning33 cited