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Do teachers believe that video games can improve learning?
16 references·0 citing·49 second hop
Do teachers believe that video games can improve learning? (2022)Do teachers believe that video games can …Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Meta-analysis of action video…Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: a systematic review of qualitative evidence (2016)Understanding the relationshi…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…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…Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Assessing the effects of gami…Teacher beliefs and technology integration practices: A critical relationship (2012)Teacher beliefs and technolog…Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…Student teachers’ thinking processes and ICT integration: Predictors of prospective teaching behaviors with educational technology (2009)Student teachers’ thinking pr…Creating Effective Teaching and Learning Environments: First Results from TALIS (2009)Creating Effective Teaching a…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Teacher pedagogical beliefs: The final frontier in our quest for technology integration? (2005)Teacher pedagogical beliefs: …Addressing first- and second-order barriers to change: Strategies for technology integration (1999)Addressing first- and second-…Beyond modularity: a developmental perspective on cognitive science (1993)Beyond modularity: a developm…The reflective practitioner: How professionals think in action (1984)The reflective practitioner: …Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…The culture of the school and the problem of change (1971)The New Meaning of Educational Change (1991)Integrating technology into K-12 teaching and learning: current knowledge gaps and recommendations for future research (2006)Barriers to the Successful Integration of ICT in Teaching and Learning Environments: A Review of the Literature (2009)The New Meaning of Educational Change (2010)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)The Modularity of Mind. (1985)Relevance: Communication and Cognition (1986)Knowledge of Language: Its Nature, Origin, and Use. (1988)Origins of the modern mind: three stages in the evolution of culture and cognition (1992)Comorbidity: A network perspective (2010)Toward a second-person neuroscience (2013)Handbook of research on teaching (1986)Teachers' Beliefs and Educational Research: Cleaning up a Messy Construct (1992)Teacher Technology Change (2010)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)The Handbook of Social Psychology (1969)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)The benefits of playing video games. (2013)The Differential Susceptibility to Media Effects Model (2013)Adverse physiological and psychological effects of screen time on children and adolescents: Literature review and case study (2018)Qualitative research and evaluation methods (1980)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Qualitative Research and Evaluation Methods (3rd ed.) (2003)Removing obstacles to the pedagogical changes required by Jonassen's vision of authentic technology-enabled learning (2012)Factors influencing digital technology use in early childhood education (2014)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Handbook of educational psychology (1997)Systematic reviews in the social sciences: a practical guide (2006)Improving teacher professional development for online and blended learning: a systematic meta-aggregative review (2019)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Teachers’ Perceptions of Technology Integration in Teaching-Learning Practices: A Systematic Review (2022)Bridging Epistemologies: The Generative Dance Between Organizational Knowledge and Organizational Knowing (1999)Knowledge and Organization: A Social-Practice Perspective (2001)Managing the co-creation of value (2007)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. 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References

  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1984The reflective practitioner: How professionals think in action19,752 cited
  • 1993Beyond modularity: a developmental perspective on cognitive science2,608 cited
  • 2005Teacher pedagogical beliefs: The final frontier in our quest for technology integration?2,409 cited
  • 1999Addressing first- and second-order barriers to change: Strategies for technology integration2,182 cited
  • 2012Teacher beliefs and technology integration practices: A critical relationship2,104 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2014Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance1,927 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2016Understanding the relationship between teachers’ pedagogical beliefs and technology use in education: a systematic review of qualitative evidence1,142 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
  • 2008The effects of video game playing on attention, memory, and executive control

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993 cited
  • 2009Creating Effective Teaching and Learning Environments: First Results from TALIS887 cited
  • 2009Student teachers’ thinking processes and ICT integration: Predictors of prospective teaching behaviors with educational technology840 cited
  • 2017Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.803 cited
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