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
Overview
Integrity signals
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Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
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
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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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