The DOI matches its Crossref record; 64 of the 64 references it cites were found in a registry or an index.
Students’ perceptions about the use of video games in the classroom
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Citations
Cites
Perceived usefulness, perceived ease of use, and user acceptance of information technology
Davis, F. D. (1989) · MIS Quarterly · doi:10.2307/249008 · Cited by 68,483
Self-efficacy: The exercise of control
Bandura, A., Freeman, W. H., & Lightsey, R. (1999) · Journal of Cognitive Psychotherapy · doi:10.1891/0889-8391.13.2.158 · Cited by 46,835
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Self-efficacy: the exercise of control
(1997) · Choice Reviews Online · doi:10.5860/choice.35-1826 · Cited by 24,281
A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies
Venkatesh, V., & Davis, F. D. (2000) · Management Science · doi:10.1287/mnsc.46.2.186.11926 · Cited by 23,066
Costello, A. B., & Osborne, J. (2005) · University of Massachusetts Amherst · doi:10.7275/jyj1-4868 · Cited by 10,297
Evaluating the use of exploratory factor analysis in psychological research.
Fabrigar, L. R., Wegener, D. T., MacCallum, R. C., & Strahan, E. J. (1999) · Psychological Methods · doi:10.1037/1082-989x.4.3.272 · Cited by 9,587
Moore, G. C., & Benbasat, I. (1991) · Information Systems Research · doi:10.1287/isre.2.3.192 · Cited by 9,150
Understanding information technology usage: a test of competing models
Taylor, S., & Todd, P. A. (1995) · Information Systems Research · doi:10.1287/isre.6.2.144 · Cited by 8,815
(1980) · Medical Entomology and Zoology · Cited by 7,534
Cited by
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133
Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.008 · Cited by 629
Šumak, B., Heričko, M., & Pušnik, M. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.08.005 · Cited by 599
A meta-analysis of serious digital games for healthy lifestyle promotion
DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., Poels, K., Van Lippevelde, W., Bastiaensens, S., Van Cleemput, K., et al. (2014) · Preventive Medicine · doi:10.1016/j.ypmed.2014.08.026 · Cited by 414
“Players of educational games, however, also appeared to be willing to spend more learning time on games than on learning via traditional methods, provided that the challenge in the game was feasible (Bourgonjon et al., 2010; Squire, 2005).”
BackgroundWhy do people play games? A meta-analysis
Hamari, J., & Keronen, L. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2017.01.006 · Cited by 368
Metadata
- Authors
- Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T.
- Venue
- Computers & Education
- Publisher
- Elsevier BV
- Published
- 2010-05
- Volume
- 54
- Issue
- 4
- Pages
- 1145-1156
- ISSN
- 0360-1315 (ISSN-L)
- OpenAlex
- W2104071326
- Cited by
- 511
- References
- 64
- FWCI
- 25.95
- Type
- journal article
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: Students’ perceptions about the use of video games in the classroom. https://app.cochat.ai/papers/10.1016/j.compedu.2009.10.022
- The paper
- Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education. https://doi.org/10.1016/j.compedu.2009.10.022
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.