Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
Papastergiou, Marina·2009·Computers & Education
Cited by (1,000)
Items 201–300 of 1,000
- A contribution to the understanding of what makes young students genuinely engaged in computer-based learning tasksM. Ott, Mauro Tavella · 2009 · Procedia - Social and Behavioral Sciences
- Designing educational software with students through collaborative design games: The We!Design&Play frameworkGeorge N. Triantafyllakos, George E. Palaigeorgiou, Ioannis A. Tsoukalas · 2010 · Computers & Education
- A technological pedagogical content knowledge (TPACK) sssessment of pre-service EFL teachers learning to teach English as a foreign languageArif Sarıçoban, İrfan Tosuncuoğlu, Özkan Kırmızı · 2019 · Journal of Language and Linguistic Studies
- A cognitive component analysis approach for developing game-based spatial learning toolsPi‐Hsia Hung, Gwo‐Jen Hwang, Yueh-Hsun Lee, I-Hsiang Su · 2012 · Computers & Education
- The Pedagogical Benefits of SimCity in Urban Geography EducationMinsung Kim, Jungyeop Shin · 2015 · Journal of Geography
- Mental Models: Structural Differences and the Role of ExperienceCaleb S. Furlough, Douglas J. Gillan · 2018 · Journal of Cognitive Engineering and Decision Making
- Future trends and research issues of technology-enhanced language learning: A technological perspectiveDi Zou, Haoran Xie, Fu Lee Wang · 2018 · Knowledge Management & E-Learning An International Journal
- Incorporating customization and personalization into game-based learning: A cognitive style perspectiveOskar Ku, Chi-Chen Hou, Sherry Y. Chen · 2016 · Computers in Human Behavior
- Digital educational game value hierarchy from a learners’ perspectiveHong‐Wen Lin, Yu-Ling Lin · 2013 · Computers in Human Behavior
- Enjoyment or involvement? Affective-motivational mediation during learning from a complex computerized simulationCyril Brom, Filip Děchtěrenko, Nikola Frollová, Tereza Stárková, Edita Bromová, Sidney K. D’Mello · 2017 · Computers & Education
- Continued use of an interactive computer game-based visual perception learning system in children with developmental delayHsien-Cheng Lin, Yu-Hsien Chiu, Yenming J. Chen, Yee-Pay Wuang, Chiu-Ping Chen, Chih-Chung Wang, Chien‐Ling Huang, Tang-Meng Wu, Wen‐Hsien Ho · 2017 · International Journal of Medical Informatics
- Design and Development Game Chinese Language Learning with Gamification and Using Mnemonic MethodDicky Rawendy, Yi Ying, Yulyani Arifin, Kelly Rosalin · 2017 · Procedia Computer Science
- Immersive virtual field trips and elementary students’ perceptionsInsook Han · 2020 · British Journal of Educational Technology
- Using Educational Games for Sign Language Learning-A SignWriting Learning Game: Case StudyYosra Bouzid, Mohamed Ali Khenissi, Fathi Essalmi, Mohamed Jemni · 2016 · Educational Technology & Society
- Japanese Students’ Perceptions of Digital Game Use for English-Language Learning in Higher EducationDoris U. Bolliger, Daniel J. Mills, Jeremy Stewart White, Megumi Kohyama · 2015 · Journal of Educational Computing Research
- Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory StudyBorja Manero, Javier Torrente, Clara Fernández-Vara, Baltasar Fernández‐Manjón · 2016 · IEEE Transactions on Learning Technologies
- Implementing a Game for Supporting Learning in Mathematics.Aikaterini Katmada, Apostolos Mavridis, Τhrasyvoulos Tsiatsos · 2014 · The Electronic Journal of e-Learning
- "PowPow" interactive game in supporting English vocabulary learning for elementary studentsWiwik Andreani, Yi Ying · 2019 · Procedia Computer Science
- Learning pathology using collaborative vs. individual annotation of whole slide images: a mixed methods trialMichael Sahota, Betty Leung, Stephanie Dowdell, Gary M. Velan · 2016 · BMC Medical Education
- Deploying learning materials to game content for serious education game development: A case studyHarits Ar Rosyid, Matt Palmerlee, Ke Chen · 2018 · Entertainment Computing
- Effects of gender and different augmented reality learning systems on English vocabulary learning of elementary school studentsTing‐Chia Hsu · 2017 · Universal Access in the Information Society
- Can educational video games increase high school students' interest in theatre?Borja Manero, Javier Torrente, Ángel Serrano, Iván Martínez‐Ortiz, Baltasar Fernández‐Manjón · 2015 · Computers & Education
- Introducing Project-based Instruction in the Saudi ESP Classroom: A Study in Qassim UniversityAbdul-Aziz Saleh Alsamani, Ayman Sabry Daif-Allah · 2015 · English Language Teaching
- Digital games and the US National Research Council’s science proficiency goalsM. Martinez-Garza, Douglas B. Clark, Brian C. Nelson · 2013 · Studies in Science Education
- Effects of type of exploratory strategy and prior knowledge on middle school students’ learning of chemical formulas from a 3D role-playing gameMing‐Puu Chen, Yu-Ting Wong, Li‐Chun Wang · 2013 · Educational Technology Research and Development
- Developing an educational computer game for migratory bird identification based on a two-tier test approachHui‐Chun Chu, Shao‐Chen Chang · 2013 · Educational Technology Research and Development
- Minecraft and machinima in action: development of creativity in the classroomMirian Checa Romero, Isabel Pascual Gómez · 2018 · Technology Pedagogy and Education
- The effect of educational digital games on education, motivation and attitudes of elementary school students against course accessZulkif Eser Sabirli, Ahmet Naci Çoklar · 2020 · World Journal on Educational Technology Current Issues
- Self-regulation influence on game play flow stateLi‐Xian Chen, Chuen–Tsai Sun · 2015 · Computers in Human Behavior
- A nationwide exam as a tool for improving a new curriculumIris Zur Bargury, Bazil Pârv, Dvir Lanzberg · 2013 · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE)
- Towards a socio-ecological framework to address gender inequity in computer scienceDee Michell, Claudia Szabo, Katrina E. Kerry Falkner, Anna Szörényi · 2018 · Computers & Education
- Aprendizaje mediante Juegos basados en Principios de Gamificación en Instituciones de Educación SuperiorIngrid Anai Hernández Horta, Anderson Monroy Reza, Martha Jiménez García · 2018 · Formación universitaria
- EVALUATION OF INTERACTIVE GAME-BASED LEARNING IN PHYSICS DOMAINHui Zeng, Shaona Zhou, Gui-Rong Hong, Qiu-ye Li, Shaoqiu Xu · 2020 · Journal of Baltic Science Education
- Games for Artificial Intelligence and Machine Learning Education: Review and PerspectivesMichail N. Giannakos, Iro Voulgari, Sofia Papavlasopoulou, Zacharoula K. Papamitsiou, Georgios N. Yannakakis · 2020 · Lecture notes in educational technology
- A conceptual framework for serious games and its validationAmri Yusoff · 2010 · ePrints Soton (University of Southampton)
- Differential effects of learning games on mathematics proficiencyChang, Mido, Evans, Michael A., Kim, Sunha, Norton, Anderson, Samur, Yavuz · 2015 · Educational Media International
- School engagement, information technology use, and educational development: An empirical investigation of adolescentsHamed Qahri‐Saremi, Ofir Turel · 2016 · Computers & Education
- A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the differenceMarta Martín del Pozo, Verónica Basilotta Gómez-Pablos, Ana García‐Valcárcel Muñoz‐Repiso · 2017 · International Journal of Educational Technology in Higher Education
- Serious games: Quality characteristics evaluation framework and case studyAbdelbaset J. Assaf, Barry McCollum, Paul McMullan · 2018 · IEEE Integrated STEM Education Conference (ISEC)
- Learning IS Child’s Play: Game-Based Learning in Computer Science EducationHosseini, Hadi, Hartt, Maxwell, Mostafapour, Mehrnaz · 2019 · ACM Transactions on Computing Education
- ‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk ReductionAnthony Viennaminovich Gampell, Jean‐Christophe Gaillard, Meg Parsons, Loïc Le Dé · 2020 · Journal of Geography
- A Serious Game for Learning C Programming Language Concepts Using Solo TaxonomyAlaeeddine Yassine, Driss Chenouni, Mohammed Berrada, Ahmed Tahiri · 2017 · International Journal of Emerging Technologies in Learning (iJET)
- Multiple Agent Designs in Conversational Intelligent Tutoring SystemsAnne Lippert, Keith T. Shubeck, Brent Morgan, Andrew J. Hampton, Arthur C. Graesser · 2019 · Technology Knowledge and Learning
- Serious Game Development Model Based on the Game-Based Learning FoundationRickman Roedavan, Bambang Pudjoatmodjo, Yahdi Siradj, Sazilah Salam, BQ Desy Hardianti · 2021 · Journal of ICT Research and Applications
- Game‐Based Learning as a Vehicle to Teach First Aid Content: A Randomized ExperimentNathalie Charlier, Bieke De Fraine · 2013 · Journal of School Health
- Game Development for Computer Science EducationChris Johnson, Monica M. McGill, Durell Bouchard, Michael K. Bradshaw, Víctor Bucheli, Larry D. Merkle, Michael Scott, Z. Sweedyk, J. Ángel Velázquez‐Iturbide, Zhiping Xiao et al. · 2016
- Analyzing gameplay data to inform feedback loops in The Radix EndeavorMeng‐Tzu Cheng, Louisa Rosenheck, Chen‐Yen Lin, Eric D. Klopfer · 2017 · Computers & Education
- Investigating Learners’ Technology Engagement - A Perspective From Ubiquitous Game-Based Learning in Smart CampusXuesong Zhai, Yan Dong, Jing Yuan · 2018 · IEEE Access
- The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performanceZi-Gang Ge · 2018 · Computers & Education
- Exploring the roles of school leaders and teachers in a school‐wide adoption of flipped classroom: School dynamics and institutional culturesYanyan Sun, Fei Gao · 2019 · British Journal of Educational Technology
- Supporting primary students' learning of fraction conceptual knowledge through digital gamesLu Zhang, Junjie Shang, Timothy Ward Pelton, Leslee Francis Pelton · 2020 · Journal of Computer Assisted Learning
- Computer games that exercise cognitive skills: What makes them engaging for children?Dragana Martinović, Gerald H. Burgess, Chantal M. Pomerleau, Cristina Marin · 2016 · Computers in Human Behavior
- Developing Skills in Digital ContextsMirian Checa Romero · 2015 · Games and Culture
- Computer game-based mathematics education: Embedded faded worked examples facilitate knowledge acquisitionJudith ter Vrugte, Ton de Jong, Sylke Vandercruysse, Pieter Wouters, Herre van Oostendorp, Jan Elen · 2016 · Learning and Instruction
- Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback modelsKai-Hsiang Yang · 2017 · Interactive Learning Environments
- Using commercial video games in flipped classrooms to support physical concept constructionShu-Hao Ye, T.‐Y. Hsiao, Chuen–Tsai Sun · 2018 · Journal of Computer Assisted Learning
- Game-Based Student Response Systems: The Impact of Kahoot in a Chilean Vocational Higher Education EFL ClassroomClaudio Cárdenas-Moncada, Mauricio Véliz-Campos, Leonardo Véliz · 2020 · Computer-Assisted Language Learning Electronic Journal
- Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysisGwo‐Jen Hwang, Pei‐Ying Chen · 2021 · Entertainment Computing
- Using a game environment to foster collaborative learning: a design‐based studyR. Hämäläinen · 2011 · Technology Pedagogy and Education
- “A review of research on the application of digital games in foreign language education,”Peterson, Mark, White, Jeremy, Mirzaei, Maryam Sadat, Wang, Qiao · 2020 · Advances in Educational Technologies and Instructional Design
- An Interactive Game Approach for Improving Students’ Learning Performance in Multi-Touch Game-Based LearningCheng‐Yu Hung, Fang-O Kuo, Jerry Chih‐Yuan Sun, Pao-Ta Yu · 2014 · IEEE Transactions on Learning Technologies
- “It's like you’re actually playing as yourself”: Development and preliminary evaluation of ‘Green Acres High’, a serious game-based primary intervention to combat adolescent dating violence+Erica Bowen, Kate Walker, Matt Mawer, Emma Holdsworth, Emma Sorbring, Bo Helsing, Annette Bolin, Eline Leen, Paul Held, Valère Awouters et al. · 2014 · Psychosocial Intervention
- Constructible Authentic Representations: Designing Video Games that Enable Players to Utilize Knowledge Developed In-Game to Reason About ScienceNathan R. Holbert, Uri J. Wilensky · 2014 · Technology Knowledge and Learning
- Challenges in the evaluation of educational computer gamesHasiah Mohamed Omar, Azizah Jaafar · 2010 · International Symposium on Information Technology
- When a game supports prevocational math education but integrated reflection does notJudith ter Vrugte, Ton de Jong, P. Wouters, Sylke Vandercruysse, Jan Elen, Herre van Oostendorp · 2015 · Journal of Computer Assisted Learning
- A Serious Game to Promote Environmental AttitudeV. Rossano, Teresa Roselli, G. Calvano · 2017 · Smart innovation, systems and technologies
- Learning Math with Curious George and the Odd Squad: Transmedia in the ClassroomElizabeth McCarthy, Michelle Tiu, Linlin Li · 2018 · Technology Knowledge and Learning
- Integrating Educational Technologies to Augment Learners' Academic AchievementsPreeti Jaiswal · 2020 · International Journal of Emerging Technologies in Learning (iJET)
- Timesplitters: playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accountsDrummond, Aaron, Sauer, James D. · 2020 · Computers & Education
- Promoting Sustainable Behavior Using Serious Games: SeAdventure for Ocean LiteracyVeronica Rossano, Gabriella Calvano · 2020 · IEEE Access
- Effectiveness of digital game-based trainings in children with neurodevelopmental disorders: A meta-analysisXiaoyu Ren, Qianbing Wu, Nan Cui, Jing Zhao, Hong‐Yan Bi · 2023 · Research in Developmental Disabilities
- The role of media in influencing students’ STEM career interestChen Chen, Stephanie Hardjo, Gerhard Sonnert, Jiaojiao Hui, Philip Michael Sadler · 2023 · International Journal of STEM Education
- Designing and Evaluating Digital Game-Based Learning with the ARCS Motivation Model, Humor, and AnimationLai-Chung Lee, Kuang-Chung Hao · 2015 · International Journal of Technology and Human Interaction
- How Do Different Cognitive Styles Affect Learning Programming? Insights from a Game-Based Approach in Greek SchoolsAnastasios Theodoropoulos, Angeliki Antoniou, G. Lepouras · 2016 · ACM Transactions on Computing Education
- Measuring the Learning Effectiveness of Serious Gaming for Training of Complex Manufacturing TasksKatie Li, Mark Hall, Pablo Bermell-García, Jeffrey R. Alcock, Ashutosh Tiwari, Mar González-Franco · 2017 · Simulation & Gaming
- Technology as a Motivational Factor in Foreign Language LearningP. Panagiotidis, P. Krystalli, Panagiotis Arvanitis · 2018 · European Journal of Education
- Reality-based interaction affecting mental workload in virtual reality mental arithmetic trainingPatrick Jost, Sue V. G. Cobb, Isabella Hämmerle · 2019 · Behaviour and Information Technology
- Applying HOPSCOTCH as an exer-learning game in English lessons: two exploratory studiesMartina Lucht, Steffi Heidig · 2013 · Educational Technology Research and Development
- 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering CurriculumChung-Ho Su, Ching‐Hsue Cheng · 2013 · The Turkish Online Journal of Educational Technology
- The Effects of Game-Based Learning and Anticipation of a Test on the Learning Outcomes of 10th Grade Geology StudentsChang, Chun-Yen, Chen, Chia-Li Debra, Yeh, Ting-Kuang · 2016 · EURASIA Journal of Mathematics, Science and Technology Education
- Development of animation-based learning media to increase student’s motivation in learning physicsDedi Sastradika, Iwan Iskandar, Boby Syefrinando, F Shulman · 2021 · Journal of Physics Conference Series
- Student behavioral engagement during mathematics educational video game instruction with 11–14 year oldsKirby D. Deater-Deckard, Shereen El Mallah, Mido Chang, Michael A. Evans, Anderson Norton · 2014 · International Journal of Child-Computer Interaction
- Flow Experience and Educational Effectiveness of Teaching Informatics Using ARΣτέφανος Γιασιράνης, Loizos Sofos · 2017 · Educational Technology & Society
- The Idea Storming Cube: Evaluating the Effects of Using Game and Computer Agent to Support Divergent Thinking.Chun Chieh Huang, Ting-Kuang Yeh, Tsai Yen Li, Chun‐Yen Chang · 2010
- Emotional Training and Modification of Disruptive Behaviors through Computer-Game-Based Music Therapy in Secondary EducationRocío Chao Fernández, Vicenta Gisbert Caudeli, Rubén Vázquez Sánchez · 2020 · Applied Sciences
- The Impact of Mobile Digital Game in Learning Arabic Language at Tertiary LevelMohammad Taufiq Abdul Ghani, Mahizer Hamzah, Wan Ab Aziz Wan Daud, Taj Rijal Muhamad Romli · 2022 · Contemporary Educational Technology
- Technology as a Motivational Factor in Foreign Language LearningPanagiotis M. Panagiotidis, Pinelopi Krystalli, Panagiotis Arvanitis · 2023 · European Journal of Education
- Thinking Outside the Box: Developing Dynamic Data Visualizations for Psychology with ShinyDavid A. Ellis, Hannah Lena Merdian · 2015 · Frontiers in Psychology
- Game Mechanics in the Design of a Collaborative 3D Serious GameKimmo Oksanen, Raija Hämäläinen · 2014 · Simulation & Gaming
- Computer Science and Programming Courses in Geography Departments in the United StatesForrest J. Bowlick, Daniel W. Goldberg, Sarah Witham Bednarz · 2016 · The Professional Geographer
- Mobile Learning via Educational AppsAdriana Caterina Camilleri, Mark Anthony Camilleri · 2019 · International Conference on Education and Training Technologies (ICETT)
- Adolescent students’ digital engagement and achievement goal orientation profilesKaja Mädamürk, Heta Tuominen, Lauri Hietajärvi, Katariina Salmela‐Aro · 2020 · Computers & Education
- Digital Game-Based Learning for Remedial Mathematics Students: A New Teaching and Learning Approach in MalaysiaSayed Yusoff Syed Hussain, Wee Hoe Tan, Muhammad Zaffwan Idris · 2014 · International Journal of Multimedia and Ubiquitous Engineering
- Learning to play games or playing games to learn? A health education case study with Soweto teenagersAlan Amory · 2010 · Australasian Journal of Educational Technology
- Interactive Location-Based Game for Supporting Effective English LearningChih‐Ming Chen, Yen-Nung Tsai · 2009 · Environmental Science and Information Application Technology
- A course gamification platform supporting student motivation and engagementDarina Dicheva, Keith Irwin, Christo Dichev, Swapna Talasila · 2014 · International Conference on Web and Open Access to Learning (ICWOAL)
- Determinants of the Effectiveness of Using Renewable Resource Management-Based Simulations in the Development of Critical Thinking: An Application of the Experiential Learning TheoryAna Cristina Urquidi Martín, María Carmen Tamarit Aznar, Javier Sánchez · 2019 · Sustainability
- Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced TechnologyLara Bertram · 2020 · Frontiers in Psychology
- A Web-based computer-tailored game to reduce binge drinking among 16 to 18 year old Dutch adolescents: development and study protocolAstrid Jander, Rik Crutzen, Liesbeth A. G. Mercken, Hein de Vries · 2014 · BMC Public Health
- 3D Virtual Itinerary for Education Using Google Earth as a Tool for the Recovery of the Geological Heritage of Natural Areas: Application in the “Las Batuecas Valley” Nature Park (Salamanca, Spain)Antonio Miguel Martínez-Graña, José Ángel González Delgado, Silvia Pallarés, José Luis Goy Goy, Jorge Civis Llovera · 2014 · Sustainability