SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The impact of play on child development - a literature review
16 references·1 citing·45 second hop
The impact of play on child development - a literature review (2018)The impact of play on child development -…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)An update to the systematic l…The benefits of playing video games. (2013)The benefits of playing video…Guided Play: Where Curricular Goals Meet a Playful Pedagogy (2013)Guided Play: Where Curricular…Effects of video-game play on information processing: A meta-analytic investigation (2013)Effects of video-game play on…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A meta-analytic review of the role of instructional support in game-based learning (2012)A meta-analytic review of the…Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Motor Skill Performance and Physical Activity in Preschool Children (2008)Motor Skill Performance and P…Digital Games in Education (2007)Digital Games in EducationUnderstanding participation in sport and physical activity among children and adults: a review of qualitative studies (2006)Understanding participation i…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)Application of cognitive, ski…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Play and Its Role in the Mental Development of the Child (1967)Play and Its Role in the Ment…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The behavioral effects of cooperative and competitive board games in preschoolers (2021)The behavioral effects of coo…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)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow: the psychology of optimal experience (1990)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Construct validity in psychological tests. (1955)Handbook of Industrial and Organizational Psychology. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The influence of shared mental models on team process and performance. (2000)Toward an integrative theory of training motivation: A meta-analytic path analysis of 20 years of research. (2000)Research Methods in Physical Activity (1990)Qualitative research in health care: Assessing quality in qualitative research (2000)The Cochrane Library (2005)Perceived barriers and facilitators to physical activity for children with disability: a systematic review (2011)Effect of Event Service Quality and Satisfaction on Happiness Among Runners of a Recurring Sport Event (2014)Barriers to voluntary participation in sport for children: a systematic review (2018)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Measuring and defining the experience of immersion in games (2008)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)A Coefficient of Agreement for Nominal Scales (1960)Interrater reliability: the kappa statistic (2012)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)Antecedents of self-regulation: A developmental perspective. (1982)Pretense and representation: The origins of "theory of mind." (1987)Preschool Program Improves Cognitive Control (2007)
this work references cited by second hop

References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1967Play and Its Role in the Mental Development of the Child2,684 cited
  • 2013The benefits of playing video games.2,456 cited
  • 1993Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation.1,829 cited
  • 2006Understanding participation in sport and physical activity among children and adults: a review of qualitative studies1,215 cited
  • 2015An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games1,133 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • 1984The Art of Computer Game Design919 cited
  • 2011Engagement in digital entertainment games: A systematic review631 cited
  • 2007Digital Games in Education607 cited
  • 2008Motor Skill Performance and Physical Activity in Preschool Children601 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 2013Guided Play: Where Curricular Goals Meet a Playful Pedagogy466 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2012
A meta-analytic review of the role of instructional support in game-based learning
372 cited
  • 2013Effects of video-game play on information processing: A meta-analytic investigation348 cited
  • Cited by

    • 2021The behavioral effects of cooperative and competitive board games in preschoolers37 cited