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Beyond Nintendo: design and assessment of educational video games for first and second grade students
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“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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Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
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
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
“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…”
BackgroundResult21st century skills and competences for new millennium learners in OECD countries
(2009) · OECD Education Working Papers · doi:10.1787/218525261154 · Cited by 1,549
Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis
Vogel, J. J., Vogel, D. S., Cannon‐Bowers, J. A., Bowers, C. A., Muse, K., & Wright, M. (2006) · Journal of Educational Computing Research · doi:10.2190/flhv-k4wa-wpvq-h0ym · Cited by 941
“Many of the studies also left out important demographic details (Cowen, 1993; Kim et al., 2002; Ronen & Eliahu, 2000; Rosas et al., 2003; Shifroni & Ginat, 1997) or did not describe the programs and activities they used as interventions in sufficient depth for us to categorize them with confidence (George & Sleeth, 19…”
BackgroundInfluentialThe effects of modern mathematics computer games on mathematics achievement and class motivation
Kebritchi, M., Hirumi, A. “. C., & Bai, H. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.02.007 · Cited by 668
“, 2006), intrinsic motivation (Cameron & Dwyer, 2005; Rosas et al., 2003), and experiential theory with Kolb's learning cycle (Egenfeldt-Nielsen, 2005; Garris, Ahlers, & Driskell, 2002; Isaacs & Senge, 1992; Kiili, 2005; Lainema, 2003).”
BackgroundMethodResultInfluentialHwang, G., Yang, L., & Wang, S. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.008 · Cited by 659
Papastergiou, M. (2009) · Comput. Educ. · doi:10.1016/j.compedu.2009.04.001 · Cited by 598
The wear out effect of a game-based student response system
Wang, A. I. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.11.004 · Cited by 580
The Effectiveness of Instructional Games: A Literature Review and Discussion
Hays, R. T. (2005) · doi:10.21236/ada441935 · Cited by 567
Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009) · Simulation & Gaming · doi:10.1177/1046878108321866 · Cited by 524
Students’ perception of Kahoot!’s influence on teaching and learning
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-018-0078-8 · Cited by 521
Improving Learning in Primary Schools of Developing Countries
McEwan, P. J. (2014) · Review of Educational Research · doi:10.3102/0034654314553127 · Cited by 424
“Some studies did not randomly assign units to treatment and control groups (Heyneman, Jamison, & Montenegro, 1984; Inamdar, 2004; Nitsaisook & Anderson, 1989; Rosas et al., 2003).”
BackgroundVideo Games in Health Care: Closing the Gap
Kato, P. M. (2010) · Review of General Psychology · doi:10.1037/a0019441 · Cited by 502
“The repetitive nature of video game play is thought to be a key mechanism that promotes learning in games as well (Rosas et al., 2003).”
BackgroundGlewwe, P., Hanushek, E. A., Humpage, S. D., & Ravina, R. (2011) · National Bureau of Economic Research · doi:10.3386/w17554 · Cited by 480
“1 The majority of this work, following the seminal studies of Jacob Mincer (1970, (1974), has focused on how school attainment relates to individual earnings, and there are now estimates of the return to schooling for a majority of countries in the world (Psacharopoulos and Patrinos (2004)). More recent work has added…”
InfluentialGameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
“In a high-quality paper, Rosas et al. (2003) demonstrate the capacity of visual aspects to improve attention, concentration, and self-esteem.”
BackgroundVos, N., van der Meijden, H., & Denessen, E. J. P. G. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.08.013 · Cited by 413
“Several other studies on deep learning in ICT contexts have been conducted (Crisp & Ward, 2008; Greene, Bolick, & Robertson, 2010; Ke & Grabowski, 2007; Kebritchi, Hirumi, & Bai, 2010; Kwon & Cifuentes, 2009; Lopez-Morteo & Lopez, 2007; Owston, Wideman, Ronda, & Brown, 2009; Rosas et al., 2003).”
BackgroundToward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E. (2012) · Simulation & Gaming · doi:10.1177/1046878112439444 · Cited by 393
Claro, M., Preiss, D. D., San Martín, E., Jara, I., Hinostroza, J. E., Valenzuela, S., Cortes, F., & Nussbaum, M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.04.004 · Cited by 345
Self-citationYang, Y. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.01.012 · Cited by 361
“…was not signi fi cantly different from that of the CG students, a fi nding which echoes those of previous studies (Ebner & Holzinger, 2007; Ke, 2008; Rosas et al., 2003) which showed no difference in students ’ academic achievement between traditional instruction and digital game-based learning.”
BackgroundResultGames and Simulations in Online Learning
Gibson, D., Aldrich, C., & Prensky, M. (2007) · IGI Global eBooks · doi:10.4018/978-1-59904-304-3 · Cited by 298
Li, W., Grossman, T., & Fitzmaurice, G. W. (2012) · ACM Symposium on User Interface Software and Technology (UIST) · doi:10.1145/2380116.2380131 · Cited by 223
Backlund, P., & Hendrix, M. (2013) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2013.6624226 · Cited by 275
“Ros03 [37] Elementary Developer Experiment Neutral Mathematics”
Gaming science: the “Gamification” of scientific thinking
Morris, B. J., Croker, S. J., Zimmerman, C., Gill, D., & Romig, C. J. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00607 · Cited by 256
Practical, appropriate, empirically-validated guidelines for designing educational games
Linehan, C., Kirman, B. J., Lawson, S. W., & Chan, G. (2011) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1978942.1979229 · Cited by 211
“There has recently been a great deal of interest in harnessing the motivational qualities of computer games in order to create powerful, engaging educational tools [22,49,48,46].”
BackgroundEffects of game technology on elementary student learning in mathematics
Shin, N., Sutherland, L., Norris, C. A., & Soloway, E. (2012) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2011.01197.x · Cited by 218
“…could be an effective learning tool for students to manage the acquisition of new information, depending on their prior knowledge and experience, learning progress, learning style, preferences and needs (Condie & Munro, 2007; Cordova & Lepper, 1996; McFarlane et al, 2002; Rosas et al, 2002).”
BackgroundTeachers and game-based learning: Improving understanding of how to increase efficacy of adoption
Ketelhut, D. J., & Schifter, C. C. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.10.002 · Cited by 201
Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014) · Computers & Education · doi:10.1016/j.compedu.2013.10.008 · Cited by 203
“Some earlier studies imply that interest triggered by educational software may be short-lived (Goodwin, Goodwin, Nansel, & Helm, 1986; Kerawalla & Crook, 2005), but also relatively long-lasting interest has been observed (Rosas et al., 2003).”
BackgroundHigher Order Thinking Skills Assessment Towards Critical Thinking on Mathematics Lesson
Widana, I., Parwata, I. M. Y., Parmithi, N. N., Jayantika, I. G. A. N. T., Sukendra, I., & Sumandya, I. (2018) · International Journal of Social Sciences and Humanities · doi:10.29332/ijssh.v2n1.74 · Cited by 194
Evaluation of learning outcomes using an educational iPhone game vs. traditional game
Furió, D., González-Gancedo, S., Juan, M., Seguí, I., & Rando, N. (2013) · Comput. Educ. · doi:10.1016/j.compedu.2012.12.001 · Cited by 190
“However, in experiments like the one performed by Rosas et al., (2003) or Yang (2012), it can be observed that they obtained similar results to our study, but not as high as ours.”
MethodResultInfluentialLópez, O. S. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.09.019 · Cited by 172
Effects of Technology in Mathematics on Achievement, Motivation, and Attitude: A Meta-Analysis
Higgins, K. N., Huscroft-D’Angelo, J. N., & Crawford, L. (2017) · Journal of Educational Computing Research · doi:10.1177/0735633117748416 · Cited by 259
Experimental evidence on scaling up education reforms in Kenya
Bold, T., Kimenyi, M., Mwabu, G., Ng'ang'a, A., & Sandefur, J. (2018) · Journal of Public Economics · doi:10.1016/j.jpubeco.2018.08.007 · Cited by 184
Scaling Up What Works: Experimental Evidence on External Validity in Kenyan EducationPreprint
Bold, T., Kimenyi, M., Mwabu, G., Ng'ang'a, A., & Sandefur, J. (2013) · SSRN Electronic Journal · doi:10.2139/ssrn.2241240 · Cited by 169
Making Computer Games and Design Thinking
Hayes, E., & Games, I. (2008) · Games Cult. · doi:10.1177/1555412008317312 · Cited by 162
“Instructivism, the more common approach, involves the design and use of “educational” games in school or afterschool program curricula, based on the belief that games are inherently more motivating than traditional classroom activities (e.g., Kirriemuir & McFarlane, 2004; Rosas et al., 2003).”
BackgroundYoung children’s video/computer game use: relations with school performance and behavior.
Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009) · Issues in Mental Health Nursing · doi:10.1080/01612840903050414 · Cited by 160
“At least one study has suggested potential positive effects of video game play on attention or educational outcomes (Rezaiyan, Mohammadi, & Fallah, 2007; Rosas et al., 2003).”
BackgroundFactors affecting teachers' adoption of educational computer games: A case study
Kebritchi, M. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2008.00921.x · Cited by 159
“Finally, the technology compatibility is related to the technical barriers identified by another group of authors (Gros, 2003; Rosas et al, 2003).”
BackgroundInfluentialAnnetta, L. A., Mangrum, J., Holmes, S. Y., Collazo, K., & Cheng, M. (2008) · International Journal of Science Education · doi:10.1080/09500690801968656 · Cited by 167
“It has been generally known that video games have positive effects on student interest, motivation, engagement, and classroom dynamics (Kearsley & Schneiderman, 1998; Provenzo, 1992; Rosas et al. 2003).”
BackgroundA Theoretical Framework for Serious Game Design
Rooney, P. (2012) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2012100103 · Cited by 159
“The ability of digital games to powerfully engage and intrinsically motivate players is well documented (Rosas et al., 2003; Dickey, 2005; de Freitas, 2007; Hoffman & Nadelson, 2010).”
BackgroundLópez-Morteo, G., & López, G. (2005) · Computers & Education · doi:10.1016/j.compedu.2005.04.014 · Cited by 142
“Through the use of new technologies in the classroom, there is promising evidence of a relationship among computer-supported recreational activities, positive attitudes towards mathematics, improvement in mathematical learning, and student performance (Kenneth, 1996; Rosas et al., 2003).”
BackgroundMethodMore than just fun and games: assessing the value of educational video games in the classroom
Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004) · CHI EA '04 · doi:10.1145/985921.986068 · Cited by 150
“Previous research has shown that using video games into the classroom can be rewarding on many levels including academic achievement, motivation, and classroom dynamics [5].”
BackgroundAssessment for Game-Based Learning
Ifenthaler, D., Eseryel, D., & Ge, X. (2012) · Springer eBooks · doi:10.1007/978-1-4614-3546-4_1 · Cited by 134
“Likewise, with the studies of Rosser et al., (2007), where laprascopic surgeons improved their skills play “Super Monkey Ball”, and Korczyn et al.”
BackgroundResultPesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016) · Smart Learning Environments · doi:10.1186/s40561-016-0028-0 · Cited by 145
“As widely recognised, the approach based on games makes the attainment of educational objectives and the learning process easier, more student-centred, fun, interesting and more effective (Lepper and Malone 1987; Papastergiou 2009; Prensky 2001; Rieber 1996; Rosas et al. 2003).”
BackgroundAre Serious Games a Good Strategy for Pharmacy Education?
Cain, J. J., & Piascik, P. (2015) · American Journal of Pharmaceutical Education · doi:10.5688/ajpe79447 · Cited by 155
“Many of the cognitive processes used while playing games (eg, self-regulation, motivation, and higher-order processing) are necessary components of learning processes.(5,22,23) Metacognition is another important element of well-designed games.”
BackgroundEltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S. S., Alqudah, H., & Jaradat, M. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10396-w · Cited by 219
Akilli, G. K. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6.ch078 · Cited by 73
Calvo‐Ferrer, J. R. (2017) · British Journal of Educational Technology · doi:10.1111/bjet.12387 · Cited by 120
“…other studies which show no difference between educational computer games and conventional instruction (see Annetta, Minogue, Holmes & Cheng, 2009; Rosas et al , 2003; Wrzesien & Alcañiz Raya, 2010), the post-test revealed statistically significant differences in vocabulary acquisition between the…”
ResultEow, Y. L., Ali, W. Z. B. W., Mahmud, R. B., & Baki, R. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.05.011 · Cited by 39
Bai, H., Pan, W., Hirumi, A., & Kebritchi, M. (2012) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2011.01269.x · Cited by 119
Kao, G. Y., Chiang, C.-H., & Sun, C. (2017) · Computers & Education · doi:10.1016/j.compedu.2017.05.022 · Cited by 125
Pitchford, N. (2015) · Frontiers in Psychology · doi:10.3389/fpsyg.2015.00485 · Cited by 110
Serious Games Effects: An Overview
Giessen, H. W. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.881 · Cited by 147
“The research papers use the general term for example for “Video Games” (Rosas et al. 2003), “Websites with Online-Games” (Yip/Kwan 2006) or a “massive multiplayer online role-playing game” (Suh et al. 2010).”
MethodResultMobileMath: exploring mathematics outside the classroom
Wijers, M., Jonker, V., & Drijvers, P. H. M. (2010) · ZDM · doi:10.1007/s11858-010-0276-3 · Cited by 125
“In future research on MobileMath, we hope to be able to measure learning effects, and thus show that MobileMath can contribute to students’ learning of mathematics, just as some other digital games have proven to do (Kebritchi et al. 2008; Rosas et al. 2003; Shin et al. 2006).”
BackgroundICT in Developing Countries: Policies, Implementation, and Impact
Kozma, R., & Vota, W. (2014) · Springer eBooks · doi:10.1007/978-1-4614-3185-5_72 · Cited by 107
Design of educational multiplayer videogames: A vision from collaborative learning
Zea, N., Sánchez, J. L. G., Gutiérrez, F. L., Cabrera, M. J., & Paderewski, P. (2009) · Advances in Engineering Software · doi:10.1016/j.advengsoft.2009.01.023 · Cited by 105
“Different proposals have been presented [4,12,13] to indicate certain features that educational videogames should have.”
BackgroundYoung children's ability to use a computer mouse
Donker, A., & Reitsma, P. (2007) · Comput. Educ. · doi:10.1016/j.compedu.2005.05.001 · Cited by 103
Pedagogy in Commercial Video Games
Becker, K. (2006) · doi:10.11575/prism/35454 · Cited by 81
“(Rosas et al., 2003) Many games combine verbal cues with written ones, and the topic of conversation is additionally supported with other visual queues.”
BackgroundThe effect of uncertainty on learning in game-like environments
Özçelik, E., Çağıltay, N. E., & Ozcelik, N. S. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.02.009 · Cited by 95
“…games can increase motivation (e.g., Kebritchi, Hirumi, & Bai, 2010; Papastergiou, 2009; Prensky, 2003; Randel, Morris, Wetzel, & Whitehill, 1992; Rosas et al., 2003; Schwabe & Göth, 2005), engagement (e.g., Barab, Pettyjohn, Gresalfi, Volk, & Solomou, 2012; Parker & Lepper, 1992), and learning…”
Mobile technology and mathematics: effects on students’ attitudes, engagement, and achievement
Fabian, K., Topping, K. J., & Barron, I. G. (2015) · Journal of Computers in Education · doi:10.1007/s40692-015-0048-8 · Cited by 105
“…eight studies were categorized as highly relevant (Main and O’Rourke 2011; Miller and Robertson 2010, 2011; Roberts and Va¨nska¨ 2011; Roberts 2009; Rosas et al. 2003; Zurita and Nussbaum 2004; Zurita et al. 2003), while the rest of the studies were categorized as either good or satisfactory…”
BackgroundEow, Y. L., Ali, W. Z. B. W., Mahmud, R. B., & Baki, R. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.07.019 · Cited by 65
Supporting struggling readers with digital game-based learning
Ronimus, M., Eklund, K. M., Pesu, L., & Lyytinen, H. (2019) · Educational technology research and development · doi:10.1007/s11423-019-09658-3 · Cited by 96
“One of the potential benefits of educational games is that they tend to engage students in learning more effectively than traditional instruction (e.g., Annetta et al. 2009; Rosas et al. 2003; Wrzesien and Raya 2010); however, there are contradictory findings on this as well (Wouters et al. 2013).”
BackgroundGarneli, V., Giannakos, M., & Chorianopoulos, K. (2017) · British Journal of Educational Technology · doi:10.1111/bjet.12455 · Cited by 94
“Several studies have been conducted concerning different parameters of this research topic (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Rosas et al, 2003).”
BackgroundVideo Games for Children and Adolescents With Special Educational Needs
Durkin, K., Boyle, J. M. E., Hunter, S. C., & Conti‐Ramsden, G. (2013) · Zeitschrift für Psychologie · doi:10.1027/2151-2604/a000138 · Cited by 104
Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.
All, A., Castellar, E. P. N., & LOOY, J. V. (2014) · International Journal of Serious Games · doi:10.17083/ijsg.v1i2.18 · Cited by 96
Silva, A. D. S. E., & Delacruz, G. C. (2006) · Games and Culture · doi:10.1177/1555412006290443 · Cited by 108
Serious Gaming for Behaviour Change: A Systematic Review
Hammady, R., & Arnab, S. (2022) · Information · doi:10.3390/info13030142 · Cited by 114
Benavides‐Varela, S., Callegher, C. Z., Fagiolini, B., Leo, I., Altoè, G., & Lucangeli, D. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103953 · Cited by 228
Bakker, M., van den Heuvel‐Panhuizen, M., & Robitzsch, A. (2014) · Contemporary Educational Psychology · doi:10.1016/j.cedpsych.2014.09.001 · Cited by 87
“The pseudo-intervention in the control group prevented the effect of the mini-games from being obscured by the positive effect that participating in an experiment may have by itself (Hawthorne effect, see Parsons, 1974; Rosas et al., 2003).”
Technology as a Motivational Factor in Foreign Language Learning
Panagiotidis, P., Krystalli, P., & Arvanitis, P. (2018) · European Journal of Education · doi:10.26417/ejed.v1i3.p43-52 · Cited by 84
“Woo (2014), carried out a survey among 63 university students for 8 weeks in order to find out whether Digital Game-Based Learning supports student motivation and cognitive success.”
BackgroundThe Use of Serious Games in Preschool Education
Kokkalia, G., Drigas, A., Economou, A., Roussos, P., & Choli, S. (2017) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v12i11.6991 · Cited by 81
“al [37] the adoption of games through computer technology in the classroom still creates resistance.”
BackgroundLearning Physics with Digital Game Simulations in Middle School Science
Anderson, J., & Barnett, M. (2013) · Journal of Science Education and Technology · doi:10.1007/s10956-013-9438-8 · Cited by 108
“Hence, our results reinforce the emerging findings that video games (e.g. McFarlane et al. 2002; Rosas et al. 2003; NRC 2011; Young et al. 2012) provide a natural venue to engage students in scientific practices.”
ResultDesign guidelines for Classroom Multiplayer Presential Games (CMPG)
Villalta, M., Gajardo, I., Nussbaum, M., Andreu, J. J., Echeverría, A., & Plass, J. (2011) · Comput. Educ. · doi:10.1016/j.compedu.2011.05.003 · Cited by 78
“A compelling narrative can provide an external motivation that the materials themselves may not be able to provide.”
BackgroundInfluentialSelf-citationMind games, reasoning skills, and the primary school curriculum
Bottino, R. M., & Ott, M. (2006) · Learning Media and Technology · doi:10.1080/17439880601022981 · Cited by 84
“As to the educational benefits of using games, different positive effects are pointed out by different authors in a number of fields: motivation and classroom dynamics (Rosas et al., 2003), attention and concentration (Garris et al.”
BackgroundMy‐Mini‐Pet: a handheld pet‐nurturing game to engage students in arithmetic practices
Liao, C.-Y., Chen, Z., Cheng, H. N. H., Chen, F., & Chan, T. (2010) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2010.00367.x · Cited by 69
“Game-based learning environments can help motivate students to learn, and provide students with a variety of learning opportunities to improve their learning (Prensky 2001; Gee 2003; Rosas et al. 2003; Kiili 2005; Ke 2008; Squire 2009).”
BackgroundHow digital scaffolds in games direct problem-solving behaviors
Sun, C., Wang, D.-Y., & Chan, H.-L. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.05.022 · Cited by 71
“Rosas et al. (2003) surveyed research on applying digital games as instructional tools, and identi fi ed four dimensions of learning that games can support and strengthen: school achievement, cognitive abilities, learning motivation, and attention and concentration.”
BackgroundOn line and other Game-Based Learning for Mathematics
Drigas, A., & Pappas, M. A. (2015) · International Journal of Online Engineering (iJOE) · doi:10.3991/ijoe.v11i4.4742 · Cited by 74
“Rosas et al (2003) presented a study whose main goal was to evaluate the effects of the educational video games into the classroom, on basic mathematics and reading comprehension.”
BackgroundVirtual games in social science education
López, J. M. C., & Cáceres, M. J. M. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.05.028 · Cited by 81
Sun, C., Chen, L., & Chu, H.-M. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.01.001 · Cited by 69
Ran, H., Kim, N. J., & Secada, W. G. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12611 · Cited by 69
“My child will be respected”: Parental perspectives on computers and education in Rural India
Pal, J., Lakshmanan, M., & Toyama, K. (2009) · Information Systems Frontiers · doi:10.1007/s10796-009-9172-1 · Cited by 69
“There is also a good amount of micro-level work that looks at computers and children within the family; much of this work has been more focused towards computer games (Prensky 2003; Rosas et al. 2003; Selwyn 2003) in homes in the developed world.”
BackgroundHow Are Games Educational? Learning Theories Embodied in Games
Becker, K. (2005) · DiGRA Conference · doi:10.11575/prism/30342 · Cited by 69
“Games often include written and spoken elements – for game play, as well as for direction and help. [ 13 ]”
BackgroundAlawadhi, A., & Abu-Ayyash, E. A. S. (2021) · Education and Information Technologies · doi:10.1007/s10639-020-10425-8 · Cited by 98
“In addition to the motivational aspects of GSRS, classroom dynamics has also been the focus of numerous studies within the literature (Rosas et al. 2003; Wang 2015; Licorish et al. 2017) .”
MethodMarpa, E. (2020) · International Journal of Studies in Education · doi:10.46328/ijonse.36 · Cited by 68
“According to Kenneth (1996) and Rosas (2003), there is evidence of a connection between computer-supported leisure activities, positive attitudes towards mathematics, progress in mathematical learning, and student success through technology in teaching.”
BackgroundThe examination of the gamification process in undergraduate education: a scale development study
Baydaş, Ö., & Cicek, M. (2019) · Technology Pedagogy and Education · doi:10.1080/1475939x.2019.1580609 · Cited by 97
“Studies have revealed that video games have many potential advantages that can promote instant feedback, e ffi cient learning, self-regulated learning or team collaboration in education (Rosas et al., 2003).”
Digital educational games and mathematics. Results of a case study in primary school settings
Fokides, E. (2017) · Education and Information Technologies · doi:10.1007/s10639-017-9639-5 · Cited by 88
“Research evidence suggested that by using digital games for teaching Mathematics, at primary school level and regarding the achievement of the learning objectives, the results are at least the same compared to teaching methods in which no games were used (Ke 2008; Rosas et al. 2003; Shaffer 2006).”
BackgroundResultInfluentialSerious Sustainability Challenge Game to Promote Teaching and Learning of Building Sustainability
Dib, H. N., & Adamo‐Villani, N. (2013) · Journal of Computing in Civil Engineering · doi:10.1061/(asce)cp.1943-5487.0000357 · Cited by 89
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
Ronimus, M., & Lyytinen, H. (2015) · Human Technology: An Interdisciplinary Journal on Humans in ICT Environments · doi:10.17011/ht/urn.201511113637 · Cited by 68
An Evaluation of a Mobile Game Concept for Lectures
Wang, A. I., Øfsdahl, T., & Mørch-Storstein, O. K. (2008) · 2008 21st Conference on Software Engineering Education and Training · doi:10.1109/cseet.2008.15 · Cited by 67
“The main game runs on the teacher’s portable PC projected on a large screen, whereas the students will interact with the game using their own mobile phones.”
BackgroundGame-Based Learning for Green Building Education
Juan, Y.-K., & Chao, T.-W. (2015) · Sustainability · doi:10.3390/su7055592 · Cited by 67
“Games have always played an important role in human life; not only for entertainment, but also in fields such as education [29].”
BackgroundA gaming frame of mind: digital contexts and academic implications
Abrams, S. S. (2009) · Educational Media International · doi:10.1080/09523980903387480 · Cited by 65
“…examining video games in relation to academic improvement (Alberti, 2008; Din & Calao, 2001; Greenfield, 1984; Lacasa, Méndez, & Martínez, 2008; Rosas et al., 2003), and advocates (Gee, 2003; Prensky, 2001) suggesting that most video games require players to be active, engaged learners who…”
BackgroundMath teachers’ perspectives on using educational computer games in math education
Demirbilek, M., & Tamer, S. L. (2010) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2010.12.222 · Cited by 72
Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles
Anderson, J., & Barnett, M. (2010) · Journal of Science Education and Technology · doi:10.1007/s10956-010-9257-0 · Cited by 77
Can we let computers change practice? Educators' interpretations of preschool tradition
Lindahl, M., & Folkesson, A. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.04.012 · Cited by 64
Detecting students' perception style by using games
Feldman, J., Monteserin, A., & Amandi, A. (2014) · Comput. Educ. · doi:10.1016/j.compedu.2013.09.007 · Cited by 63
“Moreover, as several works have proved (Prensky (2003); Rosas et al. (2003); Shih et al. (2010)), students' motivation is improved since games are very popular among students.”
BackgroundImpact of Cognitive Absorption on Facebook on Students' Achievement
Rouis, S. (2012) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2011.0390 · Cited by 59
“These games develop the spatial view and awareness of the adolescents, 12–14 their attention, 14–16 and concentration or also their thinking.”
Imlig-Iten, N., & Petko, D. (2018) · Simulation & Gaming · doi:10.1177/1046878118779088 · Cited by 61
“Multimedia elements, such as attractive visuals, affect especially emotional engagement (Rosas et al., 2003; Tan, Goh, Ang, & Huan, 2013).”
BackgroundVideo game usage time in adolescents' academic performance
Gómez-Gonzalvo, F., Devís-Devís, J., & Molina-Alventosa, P. (2020) · Comunicar · doi:10.3916/c65-2020-08 · Cited by 60
Gaming frequency and academic performance
Ip, B., Jacobs, G., & Watkins, A. (2008) · Australasian Journal of Educational Technology · doi:10.14742/ajet.1197 · Cited by 58
“On the other hand, there has recently been a growing amount of research into the possible benefits of game playing, such as that of promoting ICT skills, and of its being an added motivational component for sports training, and even formal education (Fery & Ponserre, 2001; Huggins & Izushi, 2002; Rosas et al, 2003 ).”
BackgroundVideo-games: Do they require general intelligence?
Quiroga, M. Á., Herranz, M., Gómez-Abad, M., Kebir, M., Ruiz, J., & Colom, R. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.02.017 · Cited by 57
Gray, S. I., Robertson, J., Manches, A., & Rajendran, G. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.08.004 · Cited by 65
Metadata
- 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
- ORCID
- 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
- green
- americanae.aecid.es
- Licence
- 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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