Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
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Papastergiou (2009) found that games improved students' knowledge of computer memory systems to a greater extent than other computer-mediated learning tools, namely, educational websites.
“Papastergiou (2009) found that games improved students' knowledge of computer memory systems to a greater extent than other computer-mediated learning tools, namely, educational websites.”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Papastergiou (2009)
Students noted that Kahoot! improved classroom dynamics, engagement, motivation and learning beyond what would be expected from traditional teaching methods, consistent with Papastergiou's (2009) findings.
“In fact, consistent with Papastergiou's (2009) findings, students noted that Kahoot!improved classroom dynamics, engagement, motivation and learning beyond what would be expected from traditional teaching methods (e.g.normal PowerPoint slides and chalk and talk).”
From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Papastergiou's (2009)
Digital technologies can improve students' motivation and learning outcomes when they are playfully integrated.
“they can improve students' motivation and learning outcomes when they are playfully integrated”
From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [6]
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Eltahir, M., Alsalhi, N., Al-Qatawneh, S., Alqudah, H., & Jaradat, M. (2021) · Education and Information Technologies : Official Journal of the IFIP technical committee on Education · doi:10.1007/s10639-020-10396-w · Cited by 139 · see citing works
The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study
Karakoç, B., Eryilmaz, K., Özpolat, E. T., & Yildirim, I. (2020) · Technology, Knowledge and Learning · doi:10.1007/s10758-020-09471-5 · Cited by 165 · see citing works
(2013) · Cited by 136 · see citing works
Technology-based reading intervention programs for elementary grades: An analytical review
Jamshidifarsani, H., Garbaya, S., Lim, T., Blazevic, P., & Ritchie, J. M. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.10.003 · Cited by 136 · see citing works
Benefits of educational games as an introductory activity in industrial engineering education
Braghirolli, L. F., Ribeiro, J. D. C., Weise, A. D., & Pizzolato, M. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.12.063 · Cited by 127 · see citing works
Cheng, C., & Su, C. H. (2012) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2011.12.122 · Cited by 131 · see citing works
Mobile Learning For Preschool Education
Drigas, A. S., Kokkalia, G., & Economou, A. (2016) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v10i4.6021 · Cited by 128 · see citing works
Wu, T. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12244 · Cited by 126 · see citing works
Does ICT matter for effectiveness and efficiency in mathematics education?
Witte, K. D., & Rogge, N. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.02.012 · Cited by 125 · see citing works
Srisawasdi, N., & Panjaburee, P. (2018) · Journal of Science Education and Technology · doi:10.1007/s10956-018-9754-0 · Cited by 139 · see citing works
Serious games in science education: a systematic literature
Ullah, M., Amin, S. U., Munsif, M., Yamin, M. M., Safaev, U., Khan, H., Khan, S. H., & Ullah, H. (2022) · Virtual Reality & Intelligent Hardware · doi:10.1016/j.vrih.2022.02.001 · Cited by 145 · see citing works
Yang, Y. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.10.004 · Cited by 134 · see citing works
Review of Research on Computer Games
Tobias, S., Fletcher, J. D., Wind, A. P., & Dai, D. Y. (2011) · Emerald Group Publishing Limited eBooks · doi:10.1108/978-1-61735-410-620251009 · Cited by 120 · see citing works
- Authors
- Papastergiou, M.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2009-01
- Volume
- 52
- Issue
- 1
- Pages
- 1-12
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2008799189
- Cited by
- 1,689
- References
- 32
- Citations by year
- 2026: 34 · 2025: 72 · 2024: 91 · 2023: 110 · 2022: 96 · 2021: 118 · 2020: 134 · 2019: 138 · 2018: 116 · 2017: 116 · 2016: 125 · 2015: 125 · 2014: 122 · 2013: 113 · 2012: 82
- FWCI
- 56.76
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers & Education (publishedVersion)
- University of Thessaly Institutional Repository (University of Thessaly) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- game-based learning, computer science education, high school students, student motivation, learning effectiveness, gender differences
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