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Design and empirical evaluation of a multitouch interaction game-like app for fostering early embodied math learning
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Design and empirical evaluation of a multitouch interaction game-like app for fostering early embodied math learning (2023)Design and empirical evaluation of a mult…Educational apps from the Android Google Play for Greek preschoolers: A systematic review (2017)Educational apps from the And…Guided Play (2016)Guided PlayYoung children's transfer of learning from a touchscreen device (2015)Young children's transfer of …The use of touch-screen tablets at home and pre-school to foster emergent literacy (2015)The use of touch-screen table…Putting Education in “Educational” Apps (2015)Putting Education in “Educati…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Exposure and Use of Mobile Media Devices by Young Children (2015)Exposure and Use of Mobile Me…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…New directions for early literacy in a digital age: The iPad (2014)New directions for early lite…iPads in early education: separating assumptions and evidence (2014)iPads in early education: sep…Enduring Links From Childhood Mathematics and Reading Achievement to Adult Socioeconomic Status (2013)Enduring Links From Childhood…Associations Between Low-Income Children's Fine Motor Skills in Preschool and Academic Performance in Second Grade (2013)Associations Between Low-Inco…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Effectiveness of Early Educational Intervention (2011)Effectiveness of Early Educat…Normalized change (2006)Normalized changeDo monsters dream? Young children's understanding of the fantasy/reality distinction (2004)Do monsters dream? Young chil…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)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. 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References

  • 2015Foundations of Game-Based Learning2,533 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.2,192 cited
  • 2015Digital Games, Design, and Learning1,582 cited
  • 2015Putting Education in “Educational” Apps1,299 cited
  • 2015Exposure and Use of Mobile Media Devices by Young Children1,216 cited
  • 2013Enduring Links From Childhood Mathematics and Reading Achievement to Adult Socioeconomic Status791 cited
  • 2011Effectiveness of Early Educational Intervention647 cited
  • 2014New directions for early literacy in a digital age: The iPad443 cited
  • 2016Guided Play385 cited
  • 2006Normalized change259 cited
  • 2017Educational apps from the Android Google Play for Greek preschoolers: A systematic review230 cited
  • 2004Do monsters dream? Young children's understanding of the fantasy/reality distinction201 cited
  • 2013Associations Between Low-Income Children's Fine Motor Skills in Preschool and Academic Performance in Second Grade175 cited
  • 2015The use of touch-screen tablets at home and pre-school to foster emergent literacy175 cited
  • 2015Young children's transfer of learning from a touchscreen device163 cited

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  • 2014iPads in early education: separating assumptions and evidence141 cited
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