The DOI matches its Crossref record; 32 of the 32 references it cites were found in a registry or an index.
Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
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In the citing paper
“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)
In the citing paper
“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)
In the citing paper
“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]
Citations
Cites
Pallant, J. (2020) · Routledge eBooks · doi:10.4324/9781003117407 · Cited by 6,034
Prensky, M. (2003) · Computers in entertainment · doi:10.1145/950566.950596 · Cited by 3,168
Tatnall, A. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_300187 · Cited by 2,893
The Effectiveness of Games for Educational Purposes: A Review of Recent Research
Randel, J. M., Morris, B. A., Wetzel, C., & Whitehill, B. V. (1992) · Simulation & Gaming · doi:10.1177/1046878192233001 · Cited by 765
What makes things fun to learn? heuristics for designing instructional computer games
Malone, T. W. (1980) · Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems - SIGSMALL '80 · doi:10.1145/800088.802839 · Cited by 758
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., et al. (2003) · Computers & Education · doi:10.1016/s0360-1315(02)00099-4 · Cited by 699 · cited 3×
“Those findings seem to support the outcomes of certain prior studies (Klawe, 1999; Rosas et al., 2003) and those of a very recent study (Ke & Grabowski, 2007) on school children, which showed that educational computer games contributed to increased academic achievement and motivation compared to traditional teaching i…”
BackgroundResultFrom Barbie to Mortal Kombat: gender and computer games
Cassell, J., & Jenkins, H. (1998) · Cited by 696
Filho, W. L. (2019) · Springer eBooks · doi:10.1007/978-3-030-11352-0_300076 · Cited by 658
The Next Generation of Educational Engagement
Oblinger, D. G. (2004) · Journal of Interactive Media in Education · doi:10.5334/2004-8-oblinger · Cited by 648
Savannah: mobile gaming and learning?
Facer, K., Joiner, R., Fraser, D. S., Reid, J., Hull, R., & Kirk, D. S. (2004) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2004.00105.x · Cited by 427
Combining Software Games with Education: Evaluation of its Educational Effectiveness
Virvou, M. K., Katsionis, G., & Μανός, Κ. (2005) · Cited by 423
Gameplaying for maths learning: cooperative or not?
Ke, F., & Grabowski, B. L. (2006) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2006.00593.x · Cited by 323
Report on the educational use of games
McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002) · HAL (Le Centre pour la Communication Scientifique Directe) · Cited by 285
Savannah: Mobile Gaming and Learning?
Reinking, D. (2014) · Routledge eBooks · doi:10.4324/9781410618894-52 · Cited by 275
Children's enjoyment and perception of computer use in the home and the school
Mumtaz, S. (2001) · Computers & Education · doi:10.1016/s0360-1315(01)00023-9 · Cited by 262
Παπαστεργίου, Μ. (2007) · Computers & Education · doi:10.1016/j.compedu.2007.06.009 · Cited by 196
Video Gaming, Education and Digital Learning Technologies
kirriemuir, J. (2002) · D-Lib Magazine · doi:10.1045/february2002-kirriemuir · Cited by 141
Παπαστεργίου, Μ., & Solomonidou, C. (2004) · Computers & Education · doi:10.1016/j.compedu.2004.04.002 · Cited by 140
Koper, R. (2004) · Journal of Interactive Media in Education · doi:10.5334/2004-6-koper · Cited by 128
The educational potential of electronic games : From games-to-teach to games-to-learn
Kafai, Y. B. (2001) · Medical Entomology and Zoology · Cited by 83
Playing with Computing Technologies in the Home
Downes, T. (1999) · Education and Information Technologies · doi:10.1023/a:1009607432286 · Cited by 74
The Story of Phoenix Quest: How girls respond to a prototype language and mathematics computer game
Jean, J. D., Upitis, R. B., Koch, C., & Young, J. (1999) · Gender and Education · doi:10.1080/09540259920708 · Cited by 62
Learning preferences towards computerised competitive modes
Yu, F., Chang, L.-J., Liu, Y. H., & Chan, T. W. (2002) · Journal of Computer Assisted Learning · doi:10.1046/j.0266-4909.2002.00245.x · Cited by 61
Secondary school students' use of computers at home
Harris, S. (1999) · British Journal of Educational Technology · doi:10.1111/1467-8535.00123 · Cited by 57
Middle school girls + games programming = information technology fluency
Werner, L., Campe, S., & Denner, J. (2005) · Conference on Information Technology Education · doi:10.1145/1095714.1095784 · Cited by 45
Computer Games, Education And Interfaces: The E-GEMS Project
Klawe, M. M. (1999) · doi:10.20380/gi1999.05 · Cited by 44
Natvig, L., & Line, S. (2004) · ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE) · doi:10.1145/1007996.1008026 · Cited by 28
The microworld of Phoenix Quest: social and cognitive considerations
Young, J., & Upitis, R. B. (1999) · Education and Information Technologies · doi:10.1023/a:1009600528811 · Cited by 24
Duplantis, W., MacGregor, E., Klawe, M. M., & Ng, M. (2002) · ACM SIGCSE Bulletin · doi:10.1145/543812.543827 · Cited by 19
Grades and Motivational Orientation among High School Students
Hagborg, W. J. (1992) · Journal of Psychoeducational Assessment · doi:10.1177/073428299201000405 · Cited by 19
Natvig, L., & Line, S. (2004) · ACM SIGCSE Bulletin · doi:10.1145/1026487.1008026 · Cited by 16
Game technology as a tool to actively engage K-12 students in the act of learning
Prayaga, L. (2005) · Conference on Information Technology Education · doi:10.1145/1095714.1095785 · Cited by 2
Flagged first, then by citations
Research works printed but not linked: 2
- Eccles, 1989, Stage-environment fit: Developmentally appropriate classrooms for young adolescents, Vol. 3, 139
- Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning: A Report for NESTA Futurelab. http://www.futurelab.org.uk/resources/documents/lit_reviews/Games_Review.pdf [last access: 27/08/2007].
Cited by
Sorted by citations
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Foundations of Game-Based Learning
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1122533 · Cited by 2,537
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016) · Review of Educational Research · doi:10.3102/0034654315582065 · Cited by 1,274
Game-based Learning and 21st century skills: A review of recent research
Qian, M., & Clark, K. R. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.023 · Cited by 1,226
Metadata
- 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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