SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Effects of Playing Educational Video Games on Kindergarten Achievement
0 references·14 citing·55 second hop
The Effects of Playing Educational Video Games on Kindergarten Achievement (2001)The Effects of Playing Educational Video …Exploring how online political quizzes boost interest in politics, political news, and political engagement (2019)Exploring how online politica…When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games (2016)When Seeing Is Better than Do…Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design (2016)Creating Student Interaction …Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds (2014)Student behavioral engagement…Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review. (2014)Measuring Effectiveness in Di…Game-Based Learning (2012)Game-Based LearningA survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction (2012)A survey of exemplar teachers…Young Children's Learning With Digital Media (2009)Young Children's Learning Wit…A gaming frame of mind: digital contexts and academic implications (2009)A gaming frame of mind: digit…Towards a Framework for Understanding Electronic Educational Gaming (2007)Towards a Framework for Under…The acquisition of skill and expertise in massively multiplayer online games (2007)The acquisition of skill and …The Use of Computer Assisted Instruction in Preschool Education: Making Teaching Meaningful (2006)The Use of Computer Assisted …Mind games, reasoning skills, and the primary school curriculum (2006)Mind games, reasoning skills,…The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents (2005)The Next Level of Research on…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)What Video Games Have to Teach Us about Learning and Literacy (2004)Theory of mind (2005)Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication (2006)Collaborative onscreen and offscreen play: examining meaning-making complexities (2015)Experiential Learning : Experience as the Source of Learning and Development (1983)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)Explaining technology integration in K-12 classrooms: a multilevel path analysis model (2016)Teachers’ intention to use educational video games: The moderating role of gender and age (2018)Diffusion of Innovations 1 (2019)What Shapes E-Learning Effectiveness among Tourism Education Students? An Empirical Assessment during COVID19 (2021)The Scree Test For The Number Of Factors (1966)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2016)Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning (2017)Motivation is a game: Massively multiplayer online games as agents of motivation in higher education (2018)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Cochrane Handbook for Systematic Reviews of Interventions (2008)Gamification and transmedia for scientific promotion and for encouraging scientific careers in adolescents (2018)Game-Based Learning of the Structure and Functioning of Body Cells in a Foreign Language: Effects on Motivation, Cognitive Load, and Performance (2019)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Games, Motivation, and Learning: A Research and Practice Model (2002)What video games have to teach us about learning and literacy (2003)A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasks (2009)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2011)Encouraging Engagement in Game-Based Learning (2011)Mind in Society: The Development of Higher Psychological Processes (1978)Designing qualitative research (1989)Determining Validity in Qualitative Inquiry (2000)Fighting baddies and collecting bananas: teachers’ perceptions of games-based literacy learning (2013)The effect of computer software on preschool children's developmental gains (1992)The Efficacy of Computer Assisted Instruction (CAI): A Meta-Analysis (1995)Animated multimedia ‘talking books’ can promote phonological awareness in children beginning to read (2003)ICT in preschool: friend or foe? The significance of norms in a changing practice (2012)ICTs in Kindergarten (2014)Using tablet computers to teach preschool children to write letters: Exploring the impact of extrinsic and intrinsic feedback (2016)The impact of computer use on children's and adolescents' development (2001)Digital Childhood: Electronic Media and Technology Use Among Infants, Toddlers, and Preschoolers (2007)Media and Young Children's Learning (2008)Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets (2015)The use of touch-screen tablets in early childhood: Children's knowledge, skills, and attitudes towards tablet technology (2018)What are the effects of screen time on emotion regulation and academic achievements? A three-wave longitudinal study on children from 4 to 8 years of age (2020)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)An empirical study on gender, video game play, academic success and complex problem solving skills (2018)The effectiveness of adaptive versus non‐adaptive learning with digital educational games (2019)Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)School readiness and later achievement. (2007)Putting Education in “Educational” Apps (2015)Science Achievement Gaps Begin Very Early, Persist, and Are Largely Explained by Modifiable Factors (2016)Effectiveness of educational technology in early mathematics education: A systematic literature review (2020)Executive function and screen‐based media use in preschool children (2020)Teaching With Televised Stories: A Story-Focused Narrative Preview Supports Learning in Young Children (2020)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2009Young Children's Learning With Digital Media151 cited
  • 2006The Use of Computer Assisted Instruction in Preschool Education: Making Teaching Meaningful126 cited
  • 2007The acquisition of skill and expertise in massively multiplayer online games115 cited
  • 2012Game-Based Learning105 cited
  • 2014Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.92 cited
  • 2012A survey of exemplar teachers' perceptions, use, and access of computer-based games and technology for classroom instruction91 cited
  • 2006Mind games, reasoning skills, and the primary school curriculum84 cited
  • 2016When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games81 cited
  • 2005The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents64 cited
  • 2009A gaming frame of mind: digital contexts and academic implications63 cited
  • 2007Towards a Framework for Understanding Electronic Educational Gaming54 cited
  • 2014Student behavioral engagement during mathematics educational video game instruction with 11–14 year olds40 cited
  • 2016Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design38 cited

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

2019
Exploring how online political quizzes boost interest in politics, political news, and political engagement
18 cited