Cited by 699Educational Games and GamificationEducation and Technology IntegrationDigital Games and Media

Beyond Nintendo: design and assessment of educational video games for first and second grade students

Open access
Rosas, Ricardo, Nussbaum, Miguel, Cumsille, Patricio, Marianov, Vladimir, Correa, Mónica, Flores, Patricia, Grau, Valeska, Lagos, Francisca +4 more·2003·Computers & Education

Integrity signals

Registry

Crossref · 10.1016/s0360-1315(02)00099-4

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  • Games can enhance positive classroom dynamics and improve students' interactions with their peers and lecturers.

    “Games can enhance positive classroom dynamics (Rosas et al. 2003) and improve students' interactions with their peers and lecturers.”

    From Students’ perception of Kahoot!’s influence on teaching and learning (2018) · cites this paper as Rosas et al. 2003

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Authors
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., Rodriguez, P., & Salinas, M.
Affiliations
Pontificia Universidad Católica de Chile (CL)
Corresponding author
Rosas, Ricardo
Venue
Computers & Education
Publisher
Elsevier BV
Published
2003-01
Volume
40
Issue
1
Pages
71-94
ISSN
0360-1315 (ISSN-L)
OpenAlex
W2114410422
Cited by
699
References
0
Citations by year
2026: 3 · 2025: 8 · 2024: 17 · 2023: 29 · 2022: 27 · 2021: 34 · 2020: 33 · 2019: 33 · 2018: 32 · 2017: 30 · 2016: 40 · 2015: 54 · 2014: 48 · 2013: 54 · 2012: 43
FWCI
11.27
Type
journal article
Language
en
Open access
Locations
  • Computers & Education (publishedVersion)
  • Americanae (AECID Library) (submittedVersion, other-oa)
  • LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas) (submittedVersion, other-oa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Education and Technology Integration
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
educational video games, game-based learning, early elementary education, first and second grade students, reading comprehension, mathematical skills, spelling, student motivation, classroom dynamics, teacher expectations, technology transfer, economically disadvantaged schools, game design

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