SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Investigación con videojuegos en educación. Una revisión sistemática de la literatura de 2015 a 2020
16 references·0 citing·48 second hop
Investigación con videojuegos en educación. Una revisión sistemática de la literatura de 2015 a 2020 (2022)Investigación con videojuegos en educació…Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review (2019)Digital game-based L2 learnin…Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Video Games for Well-Being: A…Metodología de la investigación: las rutas: cuantitativa ,cualitativa y mixta (2018)Metodología de la investigaci…A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)A meta-analysis with examinat…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …The use of serious games in science education: a review of selected empirical research from 2002 to 2013 (2015)The use of serious games in s…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…The benefits of playing video games. (2013)The benefits of playing video…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Four decades of lean: a systematic literature review (2012)Four decades of lean: a syste…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Children's Motivations for Video Game Play in the Context of Normal Development (2010)Children's Motivations for Vi…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Systematic Reviews in the Social Sciences (2006)Systematic Reviews in the Soc…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Principles of Instructional Design (1974)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)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)Associations between screen time and lower psychological well-being among children and adolescents: Evidence from a population-based study (2018)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types (2011)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optimal Experience (1991)Digital Games, Design, and Learning (2015)The Gamification of Learning: a Meta-analysis (2019)Effects 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)Games, Motivation, and Learning: A Research and Practice Model (2002)GameFlow (2005)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)A Coefficient of Agreement for Nominal Scales (1960)Interrater reliability: the kappa statistic (2012)The impact of gamification on learning and instruction: A systematic review of empirical evidence (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)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise (1993)Situated Language and Learning: A Critique of Traditional Schooling (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming (2009)The Oxford Handbook of Culture and Psychology (2012)Foundations of Game-Based Learning (2015)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)Habilidades sociales, autoconcepto y autoestima en adolescentes peruanos de educación secundaria (2020)Competitive Advantage and Knowledge Absorptive Capacity: the Mediating Role of Innovative Capability (2021)Teachers' perspectives for a critical agenda in media education post COVID-19. A comparative study in Latin America (2021)Methods for the thematic synthesis of qualitative research in systematic reviews (2008)Guidance on Conducting a Systematic Literature Review (2017)Systematic review of research on artificial intelligence applications in higher education – where are the educators? (2019)
this work references cited by second hop

References

  • 2006Systematic Reviews in the Social Sciences3,885 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games3,220 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2013The benefits of playing video games.2,590 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,379 cited
  • 2007Good Video Games and Good Learning1,124 cited
  • 2014Mapping learning and game mechanics for serious games analysis988 cited
  • 2012Our Princess Is in Another Castle818 cited
  • 2018Metodología de la investigación: las rutas: cuantitativa ,cualitativa y mixta753 cited
  • 2009Students’ perceptions about the use of video games in the classroom574 cited
  • 2010Children's Motivations for Video Game Play in the Context of Normal Development444 cited
  • 2012Four decades of lean: a systematic literature review394 cited
  • 2017A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations352 cited
  • 2019Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review250 cited

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

2018
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population
205 cited
  • 2015The use of serious games in science education: a review of selected empirical research from 2002 to 2013196 cited
  • Cited by

    No citing works inside the corpus for this window.