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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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Cited by
Sorted by citations
Items 101–200 of 500
Proske, A., Roscoe, R. D., & McNamara, D. (2014) · Educational Technology Research and Development · doi:10.1007/s11423-014-9349-2 · Cited by 57
“Such research has consistently reported positive effects on motivation but also a lack of performance and achievement differences between conventional practice and game-based practice (e.g., Ke 2008; Rosas et al. 2003).”
BackgroundMethodInfluentialClassroom Live: a software-assisted gamification tool
de Freitas, A. A., & de Freitas, M. (2013) · Computer Science Education · doi:10.1080/08993408.2013.780449 · Cited by 56
“In the studies of Rosas et al. (2003) and Annetta et al. (2009), the researchers could fi nd no evidence that suggested that playing the game resulted in improved learning when compared to students in the control group.”
MethodResultLiu, Y. C., Wang, W., & Lee, T.-L. (2020) · Journal of Educational Computing Research · doi:10.1177/0735633120952044 · Cited by 82
“Digital Game-Based Learning DGBL systems can enhance learning achievement and motivation for K-12 students (Chen & Wang, 2018; Rosas et al., 2003) and lifelong learners (Moizer et al., 2019; Sharples, 2000).”
BackgroundReprint: Learning with a strategic management simulation game: A case study
Loon, M. K. C., Evans, J., & Kerridge, C. (2015) · The International Journal of Management Education · doi:10.1016/j.ijme.2015.10.004 · Cited by 22
“…& Lodree, 2003), this remains equivocal (Randel, Morris, Wetzel, & Whitehill, 1992) as some studies show that simulation games do not signi fi cantly add to learning (Costabile, De Angeli, Roselli, Lanzilotti, & Plantamura, 2003) and whilst other studies have been ambivalent (Rosas et al., 2003).”
ResultOscillatory Brain Responses Evoked by Video Game Events: The Case of Super Monkey Ball 2
Salminen, M., & Ravaja, N. (2007) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cpb.2006.9947 · Cited by 54
Une analyse des écrits sur les impacts du jeu sur l'apprentissage
Sauvé, L., Renaud, L., & Gauvin, M. (2007) · Revue des sciences de l éducation · doi:10.7202/016190ar · Cited by 52
“Certains d’entre eux retiennent l’attribut essentiel qu’est le défi contenu dans le jeu ou son aspect compétitif comme un élément susceptible d’engendrer la motivation chez l’apprenant (Green, 2002 ; Rosas et al., 2003 ; Asakawa et Gilbert, 2003).”
BackgroundDigital games and the US National Research Council’s science proficiency goals
Martinez-Garza, M., Clark, D. B., & Nelson, B. C. (2013) · Studies in Science Education · doi:10.1080/03057267.2013.839372 · Cited by 51
“Rosas et al. (2003) and Margolis, Nussbaum, Rodriguez, and Rosas (2006), for example, demonstrated that 1274 economically disadvantaged fi rst-and second-grade students playing a hand-held math game for a few minutes per day outgained both internal and external control groups in a math achievement…”
BackgroundCo-located collaborative learning video game with single display groupware
Infante, C., Weitz, J. F., Reyes, T. H., Nussbaum, M., Zaccarelli, F. G., & Radovic, D. (2009) · Interactive Learning Environments · doi:10.1080/10494820802489339 · Cited by 50
Self-citationOtt, M., & Tavella, M. (2009) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2009.01.034 · Cited by 63
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Harteveld, C., & Bekebrede, G. (2010) · Simulation & Gaming · doi:10.1177/1046878110378706 · Cited by 43
The effect of gamification on motivation in the education of pre-service social studies teachers
Yıldız, İ., Topçu, E., & Kaymakçı, S. (2021) · Thinking Skills and Creativity · doi:10.1016/j.tsc.2021.100907 · Cited by 80
Yang, K.-H. (2017) · Interactive Learning Environments · doi:10.1080/10494820.2017.1286099 · Cited by 45
“…(Malone & Lepper, 1987; Ricci, Salas, & Cannon-Bowers, 1996) as well as enhancing learning achievement and improving learning attitudes (Bai, Pan, Hirumi, & Kebritchi, 2012; Ke & Grabowski, 2007; Klawe, 1999; Papastergiou, 2009; Rosas et al., 2003; Shin, Sutherland, Norris, & Soloway, 2012).”
An Application of a Game Development Framework in Higher Education
Wang, A., & Bian, W. (2009) · Int. J. Comput. Games Technol. · doi:10.1155/2009/693267 · Cited by 48
Schuurmans, A. A. T., Nijhof, K. S., Engels, R. C. M. E., & Granic, I. (2018) · Journal of Psychopathology and Behavioral Assessment · doi:10.1007/s10862-017-9638-2 · Cited by 47
“The repetitive nature of gameplay fosters long-term learning (e.g., Rosas et al. 2003).”
BackgroundDifferential effects of learning games on mathematics proficiency
Chang, M., Evans, M. A., Kim, S., Norton, A., & Samur, Y. (2015) · Educational Media International · doi:10.1080/09523987.2015.1005427 · Cited by 46
“…Ferlino, Ott, & Tavella, 2007; Chang, Wu, Weng, & Sung, 2012; Delacruz, 2010; Gillispie, Martin, & Parker, 2010; Kappers, 2009; Ke & Grabowski, 2007; Kebritchi et al., 2010; Klawe, 1998; Miller & Robertson, 2010; Rosas et al., 2003; Shin, Sutherland, Norris, & Soloway, 2011), and 9 studies (41”
Yu, Y., & Tsuei, M. (2022) · Interactive Learning Environments · doi:10.1080/10494820.2022.2028855 · Cited by 64
Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning
Sardone, N., & Devlin‐Scherer, R. (2016) · doi:10.1080/00098655.2016.1214473 · Cited by 44
Aktekin, N. Ç., Çelebi, H., & Aktekin, M. (2018) · International Journal of Morphology · doi:10.4067/s0717-95022018000200716 · Cited by 52
Effects of a tablet game intervention on simple addition and subtraction fluency in first graders
van der Ven, F., Segers, E., Takashima, A., & Verhoeven, L. T. W. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.02.031 · Cited by 42
“Concerning studies with a younger population, general maths gains have been reported by playing games on GameBoy-like devices (Rosas et al., 2003; Shin, Sutherland, Norris,& Soloway, 2012), and a more recent study (Pitchford, 2015) suggested that tablet games can be incorporated into non-Western…”
BackgroundChang, C.-Y., Chen, C.-L. D., & Yeh, T.-K. (2016) · EURASIA Journal of Mathematics, Science and Technology Education · doi:10.12973/eurasia.2016.1519a · Cited by 41
“…suggested that students learned effectively with instructional games (Chen, Wang, & Lin, 2015; Hwang, Wu, Chen, 2015; Serrano, Martinez-Ortiz, & Fernández-Manjón, 2015; Papastergiou, 2009b; Rosas et al, 2003; Virvou, Katsionis, & Manos, 2005), the results of this study did not echo those findings.”
BackgroundResultStudent Engagement in Game-Based Learning: A Literature Review From 2008 to 2018
Shu, L.-Y., & Liu, M. (2018) · Proceedings of the 2019 AERA Annual Meeting · doi:10.15781/t2t43jm2p · Cited by 41
“Rowe et al. (2011) concluded that there were significant relationships between microbiology post-test scores and two measures of engagement, presence and situational interest.”
BackgroundYam, A., Russell‐Bennett, R., Foth, M., & Mulcahy, R. F. (2017) · Psychology and Marketing · doi:10.1002/mar.20996 · Cited by 43
Li, W., Grossman, T., & Fitzmaurice, G. W. (2014) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2556954 · Cited by 25
Making music after stroke: using musical activities to enhance arm function
van Wijck, F., Knox, D., Dodds, C. B., Cassidy, G. G., Alexander, G., & MacDonald, R. (2012) · Annals of the New York Academy of Sciences · doi:10.1111/j.1749-6632.2011.06403.x · Cited by 36
Design methodology for educational games based on graphical notations: Designing Urano
de Lope, R. P., López-Arcos, J. R., Medina-Medina, N., Paderewski, P., & Vela, F. L. G. (2016) · Entertainment Computing · doi:10.1016/j.entcom.2016.08.005 · Cited by 53
Mifsud, C. L., Vella, R., & Camilleri, L. (2013) · Research in Education · doi:10.7227/rie.90.1.3 · Cited by 32
“In some situations statistically significant gains in spelling and slight gains in reading comprehension were registered after the students played video games (Rosas et al. , 2003).”
BackgroundInfluentialGame content creation and it proficiency: An exploratory study
Hayes, E. (2007) · Computers & Education · doi:10.1016/j.compedu.2007.04.002 · Cited by 43
The Use of Computer Games in Education: A Review of the Literature
Hainey, T., Connolly, T., Stansfield, M., & Boyle, E. A. (2011) · Advances in game-based learning book series · doi:10.4018/978-1-60960-495-0.ch002 · Cited by 39
ÖDEN, M. S., BOLAT, Y. İ., & Göksu, İ. (2021) · Journal of Computer and Education Research · doi:10.18009/jcer.924882 · Cited by 56
“Rather than the traditional response system used in the classroom, the gamified student response system was more attractive and motivating for students (Wang, 2015) and had a more positive effect as an educational tool (Rosas et al., 2003).”
BackgroundExtensive Evaluation of Using a Game Project in a Software Architecture Course
Wang, A. (2011) · TOCE · doi:10.1145/1921607.1921612 · Cited by 38
Chu, H., & Hung, C. (2015) · International Journal of Distance Education Technologies · doi:10.4018/ijdet.2015010105 · Cited by 39
“…achievement (Ebner & Holzinger, 2007; Garris, Ahlers, & Driskell, 2002; Hwang, Wu, & Chen, 2012; Hwang, Yang, & Wang, 2013) and learning motivation (Burguillo, 2010; Dickey, 2010; Ke & Grabowski, 2006; Liu & Chu, 2010; McFarlance, Sparrowhawk, & Heald, 2002; Papastergiou, 2009; Rosas et al., 2003).”
Syah, N. E. M., Hamzaid, N., Murphy, B. P., & Lim, E. (2016) · Interactive Learning Environments · doi:10.1080/10494820.2015.1023205 · Cited by 37
“This improvement in mathematics performance and numerical capacity has been proved by previous studies that were conducted using computer play-based evaluation (de Castro et al., 2014; Co ş tu et al., 2009; Grif fi n, 2004; Grif fi n et al., 1994; Lopez-Morteo & López, 2007) and video game consoles, such as Nintendo (Ro…”
BackgroundInfluentialCheng, M., Annetta, L. A., Folta, E., & Holmes, S. Y. (2010) · International Journal of Science Education · doi:10.1080/09500693.2010.482571 · Cited by 36
“Research supports the use of video games as teaching tools to enhance learners’ enjoyment and engagement as well as to motivate students to learn new things (Rosas et al., 2003; Shreve, 2005).”
BackgroundExploring the role of gamification in motivating students to learn
Baah, C., Govender, I., & Subramaniam, P. R. (2023) · Cogent Education · doi:10.1080/2331186x.2023.2210045 · Cited by 90
“Studies (e.g., Gee, 2003; Rosas et al., 2003) have shown that employing games in teaching has a number of significant advantages.”
BackgroundStieler-Hunt, C., & Jones, C. (2015) · Research in Learning Technology · doi:10.3402/rlt.v23.26155 · Cited by 36
Marchetti, D., Fraticelli, F., Polcini, F., Lato, R., Pintaudi, B., Nicolucci, A., Fulcheri, M., Mohn, A., Chiarelli, F., Vieste, G. D., et al. (2015) · Games for Health Journal · doi:10.1089/g4h.2014.0107 · Cited by 33
“We can consider this result as a manifestation, typical of serious games, of the nonperception of learning when instead doing it.(26,27) Table 3.”
BackgroundDeater-Deckard, K. D., Mallah, S. E., Chang, M., Evans, M. A., & Norton, A. (2014) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2014.08.001 · Cited by 40
Chen, M.-H.-M., Tsai, S.-T., & Chang, C.-C. (2019) · Education sciences · doi:10.3390/educsci9020079 · Cited by 35
“[23] reviewed studies on digital games and reported that game-based instruction confers substantial benefits to learners in four respects: Learning achievement, development of cognitive competence, learning motivation, and learning engagement.”
BackgroundDoes playing video games effect cognitive abilities in Pakistani children?
Hisam, A., Mashhadi, S. F., Faheem, M., Sohail, M., Ikhlaq, B., & Iqbal, I. (2018) · Pakistan Journal of Medical Sciences · doi:10.12669/pjms.346.15532 · Cited by 35
Games in the classroom? Analysis of their effects on financial accounting marks in higher education
Martínez, E. O., Jaén, J. M. S., & Mercedes, P.-M. (2021) · The International Journal of Management Education · doi:10.1016/j.ijme.2021.100584 · Cited by 48
Effectiveness of use of online games kahoot! chemical to improve student learning motivation
Purba, L. S. L., Sormin, E., Harefa, N., & Sumiyati, S. (2019) · Jurnal Pendidikan Kimia · doi:10.24114/jpkim.v11i2.14463 · Cited by 49
Identifying the Barriers to Games and Simulations in Education
Justice, L. J., & Ritzhaupt, A. D. (2015) · Journal of Educational Technology Systems · doi:10.1177/0047239515588161 · Cited by 32
“…about the beliefs and perceptions of the teacher, rather than the characteristics of the teacher (Egenfeldt-Nielsen, 2004; Niederhauser & Stoddart, 2001; Ritzhaupt et al., 2010; Rosas et al., 2003; Royle & Colfer, 2010; Simpson & Stansberry, 2008; Taylor, 2008; Virvou, Katsionis, & Manos, 2005).”
BackgroundInfluentialImpasse-driven learning in the context of video games
Blumberg, F. C., Rosenthal, S. F., & Randall, J. D. (2007) · Computers in Human Behavior · doi:10.1016/j.chb.2007.05.010 · Cited by 99
Kes Sesi: A mobile game designed to improve kindergarteners' recognition of letter sounds
Samur, Y. (2018) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12331 · Cited by 42
Development of a Virtual Ecological Environment for Learning the Taipei Tree Frog
Ou, K.-L., Liu, Y., & Tarng, W. (2021) · Sustainability · doi:10.3390/su13115911 · Cited by 32
“It was discovered in [17] that applying video games in teaching is effective for increasing cognitive development, motivation, and engagement.”
BackgroundVideogame Performance (Not Always) Requires Intelligence
Quiroga, M. Á., Román, F. J., Catalán, A., Rodríguez, H., Ruiz, J., Herranz, M., Gómez-Abad, M., & Colom, R. (2011) · International Journal of Online Pedagogy and Course Design · doi:10.4018/ijopcd.2011070102 · Cited by 23
“Rosas et al. (2003) used video games to teach math and reading comprehension.”
BackgroundMethodInduction of Emotional States in Educational Video Games Through a Fuzzy Control System
Lara-Álvarez, C. A., Mitre-Hernández, H. A., Flores, J. J., & Pérez-Espinosa, H. (2018) · IEEE Transactions on Affective Computing · doi:10.1109/taffc.2018.2840988 · Cited by 30
A Serious Game to Promote Environmental Attitude
Rossano, V., Roselli, T., & Calvano, G. (2017) · Smart innovation, systems and technologies · doi:10.1007/978-3-319-59451-4_5 · Cited by 31
Exploring How Game Genre in Student-Designed Games Influences Computational Thinking Development
Troiano, G. M., Chen, Q., Alba, Á. V., Robles, G., Smith, G., Cassidy, M. F., Tucker‐Raymond, E., Puttick, G. M., & Harteveld, C. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376755 · Cited by 37
“, [80, 25, 55, 102, 109]), or (2) a constructionist approach [46, 51, 115, 81, 90, 95, 48, 91], where students learn (as in construct knowledge [85]) through creating artifacts.”
BackgroundA Hierarchy-of-Effects Approach to Designing a Social Marketing Game
Russell‐Bennett, R., Leo, C., Rundle-Thiele, S. R., & Drennan, J. C. (2016) · Journal of Nonprofit & Public Sector Marketing · doi:10.1080/10495142.2014.988081 · Cited by 34
“In education-based gaming, researchers found that incidental learning occurs when the focus on learning changes toward the goal of winning the game (Rosas et al., 2003).”
BackgroundHealthcare education with virtual-world simulations
Chodos, D., Stroulia, E., Boechler, P. M., King, S., Kuraś, P., Carbonaro, M., & deJong, E. (2010) · Software Engineering in Health Care · doi:10.1145/1809085.1809097 · Cited by 30
Youth and Video Games: Exploring Effects on Learning and Engagement
Evans, M. A., Norton, A., Chang, M., Deater-Deckard, K., & Balci, O. (2013) · Zeitschrift für Psychologie · doi:10.1027/2151-2604/a000135 · Cited by 29
Timpel, P., Cesena, F. Y., Costa, C. D. S., Soldatelli, M. D., Gois, E., Castrillón, E., Díaz, L. J. J., Repetto, G. M., Hagos, F., Yermenos, R. E. C., et al. (2018) · Therapeutic Advances in Endocrinology and Metabolism · doi:10.1177/2042018818770938 · Cited by 31
Learning Recycling from Playing a Kinect Game
Ibánez, J. D. J. L. G., & Wang, A. (2015) · International Journal of Games Based Learning · doi:10.4018/ijgbl.2015070103 · Cited by 29
“In K-12 education, games have been found to improve academic achievement, motivation and classroom dynamics (Rosas et al., 2003), and similar results have also been found in higher education (Sharples, 2000).”
ResultAbrams, S., & Merchant, G. (2013) · Aerospace Testing International · doi:10.1002/9781118323342.ch23 · Cited by 29
Re-experiencing History in Archaeological Parks by Playing a Mobile Augmented Reality Game
Ardito, C., Buono, P., Costabile, M., Lanzilotti, R., & Pederson, T. (2007) · OTM Workshops · doi:10.1007/978-3-540-76888-3_58 · Cited by 29
“The literature review of electronic games and handled devices indicates that they could be an effective tool for facilitating student learning [16, 17].”
BackgroundDigital games and learning mathematics: Student, teacher and parent perspectives
Yong, S.-T., Gates, P., & Harrison, I. R. (2016) · International Journal of Serious Games · doi:10.17083/ijsg.v3i4.112 · Cited by 32
“In fact, teachers’ acceptance on educational games was also influenced by students’ attitude towards use of educational games in learning [19].”
BackgroundMotivation in video games: a literature review
Reid, G. (2012) · The Computer Games Journal · doi:10.1007/bf03395967 · Cited by 56
Avoiding Internet Addiction When Integrating Digital Games into Teaching
Liu, E. Z.-F. (2011) · Social Behavior and Personality An International Journal · doi:10.2224/sbp.2011.39.10.1325 · Cited by 28
Margolis, J., Nussbaum, M., Rodríguez, P., & Rosas, R. (2006) · Comput. Educ. · doi:10.1016/j.compedu.2004.07.007 · Cited by 28
Self-citationDigital Game-Based Learning: Learning with Games
Becker, K. (2016) · Springer eBooks · doi:10.1007/978-3-319-12223-6_2 · Cited by 13
The Impact of Serious Games on Learning in Primary Education: A Systematic Literature Review
Lopez, J. Y. A., Huaycho, R. N. N., Santos, F. I. Y., Mendoza, F. M. T., & Paucar, F. H. R. (2023) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.22.3.23 · Cited by 35
“Additionally, they increase student motivation, achieving optimal attention and concentration on the activity (Rosas et al., 2003), reinforcing satisfaction in learning and teaching through action, thereby creating an interactive context for learning (Hieftje et al., 2017).”
BackgroundFowler, A., & Cusack, B. O. (2011) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/2159365.2159398 · Cited by 30
“Rosas et al [13] found that playing games had some affect on student motivation.”
BackgroundInfluentialDesigning Software for Mathematical Engagement through Modeling
Confrey, J., Hoyles, C., Jones, D., Kahn, K., Maloney, A., Nguyen, K., Noss, R., & Pratt, D. (2009) · New ICMI studies series · doi:10.1007/978-1-4419-0146-0_3 · Cited by 24
“His entreaty that we, as mathematics educators, reserve “10%” of our effort to think about the knowledge that we were designing, a theme he has explored earlier in Papert (1996) .”
BackgroundMethodA Taxonomy of Educational Games
O'Brien, D. J., Lawless, K., & Schrader, P. (2010) · IGI Global eBooks · doi:10.4018/978-1-60960-195-9.ch101 · Cited by 27
Schuurmans, A. A. T., Nijhof, K. S., Scholte, R. H. J., Popma, A., & Otten, R. (2019) · Early Intervention in Psychiatry · doi:10.1111/eip.12874 · Cited by 26
“The repetitive nature of game play promotes long-term learning (Rosas et al., 2003) and thus may foster generalization of its effects to youth's daily lives.”
BackgroundChaudy, Y., & Connolly, T. (2018) · Entertainment Computing · doi:10.1016/j.entcom.2018.07.003 · Cited by 26
“A number of studies about the use of educational games in education show empirical evidence of increased motivation (Annetta, Minogue, Holmes, & Cheng, 2009; Rosas et al., 2003) as well as learning and retention (Gander & Parkway, 2000; Girard, Ecalle, & Magnan, 2013; Squire, Barnett, Grant, & Higginbotham, 2004).”
BackgroundUsing the E-Learning Gamification Tool Kahoot! to Learn Chemistry Principles in the Classroom
Ghawail, E. A. A., & Yahia, S. B. (2022) · Procedia Computer Science · doi:10.1016/j.procs.2022.09.325 · Cited by 48
Gamifying the foreign language classroom for brain‐friendly learning
Rueckert, D., Pico, K., Kim, D., & Sánchez, X. A. C. (2020) · Foreign Language Annals · doi:10.1111/flan.12490 · Cited by 34
Alias, N., Rosman, F., Rahman, M. N. A., & DeWitt, D. (2015) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2015.01.573 · Cited by 27
“…learning outside Malaysia mostly focused on effectiveness of computer games, digital games and video games by researchers (Muhammet Demirbilek, Ebru Yilmaz, & Suzan Tamer, 2010; Shelton & Scoresby, 2011; Ricardo Rosas et al., 2003; Ranalli, 2008; Walsh, 2010; Yildiz Turgut & Pelin Irgin, 2009).”
BackgroundUsing a Serious Game Approach to Teach 'Operator Precedence' to Introductory Programming Students
Adamo-Villani, N., Haley-Hermiz, T., & Cutler, R. (2013) · International Conference on Information Visualisation · doi:10.1109/iv.2013.70 · Cited by 25
“Rosas, et al. [13] found that the use of games in the classroom, via portable handheld devices, led to improved motivation and learning for math and reading in primary school.”
BackgroundKawashima vs “Super Mario”! Should a game be serious in order to stimulate cognitive aptitudes?
Lorant-Royer, S., Münch, C., Mesclé, H., & Lieury, A. (2010) · European Review of Applied Psychology · doi:10.1016/j.erap.2010.06.002 · Cited by 30
Using UML to Model Educational Games
Lope, R. P. D., & Medina-Medina, N. (2016) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2016.7590373 · Cited by 23
“Of all these serious game application areas and domains, one of the most prolific is the field of education as highlighted by certain studies [8], [9], [10] which discuss the benefits offered by serious games in education.”
BackgroundTraining and Learning in e-Health Using the Gamification Approach: The Trainer Interaction
Bitonto, P. D., Corriero, N., Pesare, E., Rossano, V., & Roselli, T. (2014) · Interacción · doi:10.1007/978-3-319-07446-7_22 · Cited by 23
Panic, K., Cauberghe, V., & Pelsmacker, P. D. (2014) · Journal of health communication · doi:10.1080/10810730.2013.821551 · Cited by 23
“Among others, researchers have said that games provoke aggressive and other deviant behavior (Ballard & Wiest, 1996), encourage gender stereotypes (Beasley & Collins Standley, 2002; Dietz, 1998), and produce an alienating effect over players, resulting in “electronical autism” (Rosas et al., 2003).”
BackgroundFrom the Playroom to the Classroom: Children’s Views of Video Game Play and Academic Learning
Blumberg, F. C., & Altschuler, E. (2011) · Child Development Perspectives · doi:10.1111/j.1750-8606.2011.00163.x · Cited by 24
Potencial y Problemas de la Simulación en Ambientes Virtuales para el Aprendizaje
Fredes, C., Hernández, J. P., & Díaz, D. (2012) · Formación universitaria · doi:10.4067/s0718-50062012000100006 · Cited by 23
“…los videojuegos atraen a los estudiantes con representaciones multi-sensoriales compuestas de imágenes, sonidos y modalidades kinectésicas, ayudan a enfrentar frustraciones, fomentar la sociabilidad, posibilitar la reflexión, el discurso y el análisis colectivo en el aula (Rosas et al., 2003).”
BackgroundThe Effects of Using Digital Game Based Learning in Primary Classes with Inclusive Education
Salgarayeva, G., Iliyasova, G. G., Makhanova, A., & Abdrayimov, R. T. (2021) · European Journal of Contemporary Education · doi:10.13187/ejced.2021.2.450 · Cited by 22
Kahoot! As a Formative Assessment Tool in Foreign Language Learning: A Case Study in Greek as an L2
Kapsalis, G. D., Galani, A., & Tzafea, O. (2020) · Theory and Practice in Language Studies · doi:10.17507/tpls.1011.01 · Cited by 17
Dele-Ajayi, O., Strachan, R., Pickard, A., & Sanderson, J. (2018) · Frontiers in Education Conference · doi:10.1109/fie.2018.8658553 · Cited by 22
“The negative image that digital games had [4],[5] is also changing, with most parents stating digital games are a positive part of their child’s life, and an activity that they can do together with their child [2].”
BackgroundCoplayingVR: Understanding User Experience in Shared Control in Virtual Reality
Zhou, H., Peirispulle, T. A., Fan, C., Sarsenbayeva, Z., & Withana, A. I. (2024) · Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies · doi:10.1145/3678508 · Cited by 15
“Additionally, previous studies showed that the shared control in 2D games had effectively fostered peer engagement [65].”
Martínez‐Borreguero, G., Perera-Villalba, J. J., Mateos-Núñez, M., & Naranjo-Correa, F. L. (2020) · Sustainability · doi:10.3390/su12093644 · Cited by 21
“Specifically, some studies [58] conclude that, in addition to the expected results in terms of motivation, video games as an educational strategy generate positive effects on attendance, punctuality, and other socio-affective variables such as self-esteem, collaboration, and interaction among students.”
ResultCollaborative Kinesthetic English Learning With Recognition Technology
Hwang, W.-Y., Manabe, K., Cai, D., & Ma, Z.-H. (2019) · Journal of educational computing research · doi:10.1177/0735633119893117 · Cited by 21
“Game-based learning (GBL), in general, is believed to be helpful to develop the following dimensions: (a) learning and achievement, (b) cognitive ability, and (c) study motive and learning as well as engagement (Rosas et al., 2003).”
BackgroundDesigning educational games: Key elements and methodological approach
Lope, R. P. D., Medina-Medina, N., Soldado, R. M., Garcia, A., & Gutiérrez-Vela, F. (2017) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2017.8055812 · Cited by 21
Mate Marote: A flexible automated framework for large-scale educational interventions
Lopez‐Rosenfeld, M., Goldin, A. P., Lipina, S. J., Sigman, M., & Slezak, D. F. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.05.018 · Cited by 21
Enhancing Learning through an Online Secondary School Educational Game
Kaufman, D. M., Sauvé, L., & Rénaud, L. (2011) · Journal of Educational Computing Research · doi:10.2190/ec.44.4.c · Cited by 11
Using Game Development to Teach Software Architecture
Wang, A., & Bian, W. (2011) · Int. J. Comput. Games Technol. · doi:10.1155/2011/920873 · Cited by 21
“Research shows that integrating games within children’s classroom can be beneficial for academic achievement, motivation, and classroom dynamics [1].”
BackgroundZhong, Y., Fryer, L. K., Zheng, S., Shum, A., & Chu, S. K. W. (2025) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-024-00500-2 · Cited by 24
“However, the current literature has focused on how video games are being used to teach particular skills or subject-matter knowledge of the curriculum (Beserra et al., 2019; Rosas et al., 2003; Shute et al., 2015).”
Anggraeni, L., Affandi, I., Wahyudin, D., Paramitha, S. T., & Ramadhan, M. G. (2022) · International Journal of Education in Mathematics Science and Technology · doi:10.46328/ijemst.2292 · Cited by 25
“…studies that evaluate the impact of using games in various disciplines such as mathematics, science, language, geography, and computer science, show positive results in terms of student motivation and learning effectiveness (Klawe, 1999; Papastergiou, 2009; Rosas et al., 2003; Virvou et al., 2005).”
BackgroundSerious Games for Cyber Security EducationPreprint
Arachchilage, N. (2016) · arXiv.org · doi:10.48550/arxiv.1610.09511 · Cited by 20
Muhammad, A. F. (2016) · International Electronics Symposium (IES) · doi:10.1109/elecsym.2016.7861054 · Cited by 24
“Games have been redesigned to match the needs of curriculum requirement so that they can deliver teaching and learning materials to the students more interestingly [37], [33].”
BackgroundHatzigianni, M., Gregoriadis, A., & Fleer, M. (2016) · Comput. Educ. · doi:10.1016/j.compedu.2016.01.003 · Cited by 20
Three Social Classroom Applications to Improve Student Attitudes
Wang, A., Elvemo, A. A., & Gamnes, V. (2014) · Education Research International · doi:10.1155/2014/259128 · Cited by 20
“Hew andBrush identified the following common barriers of technology integration for K-12: lack of resources (technology, access to technology, time, and technical support), lack of teachers’ knowledge and skills, institutional barriers (leadership, school time-tabling structure, and school planning), conservative subj…”
BackgroundDistinctions Between Games and Learning: A Review of Current Literature on Games in Education
Becker, K. (2010) · doi:10.4018/978-1-61520-717-6.ch002 · Cited by 20
Teachers’ experiences of indigenous games in the early grades
Hadebe-Ndlovu, B. (2022) · South African Journal of Childhood Education · doi:10.4102/sajce.v12i1.931 · Cited by 19
“Previous studies have identified barriers to educating learners with indigenous games in mainstream education (Rosas et al. 2003; 2008; Waller et al. 2002; Zwane & Malale 2018).”
BackgroundGamification in English Language Classrooms: The Case of Kahoot!
KIYANÇİÇEK, E., & Uzun, L. (2022) · Bilim Eğitim Sanat ve Teknoloji Dergisi (BEST Dergi) · doi:10.46328/bestdergi.63 · Cited by 16
“Moreover, as stated by Rosas et al. (2003), individual student can engage with others while studying the content through an online platform by changing classroom dynamics with the help of Kahoot!”
BackgroundJans, S. D., Hudders, L., Herrewijn, L., Geit, K. V., & Cauberghe, V. (2019) · Cyberpsychology Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2019-2-3 · Cited by 29
“, 2016), which may subsequently enhance learning outcomes and motivation (Brom, Preuss, & Klement, 2011; Ke & Grabowski, 2007; Papastergiou, 2009; Qian & Clark, 2016; Rosas et al., 2003).”
BackgroundRosas, R., Ceric, F., Aparicio, A., Arango, P., Arroyo, R., Benavente, C., Escobar, P., Olguín, P., Pizarro, M., Ramírez, M. P., et al. (2015) · doi:10.7764/psykhe.23.2.724 · Cited by 19
“Esto es análogo a la manera como otros autores han contextualizado aprendizajes en contextos lúdicos (Rosas et al., 2003), en los cuales, por ejemplo, se presenta una tarea de decodificación lectora en forma de juego, construyendo un puente de letras para liberar a una princesa de un castillo.”
BackgroundSelf-citationStansbury, J. A., Wheeler, E. A., & Buckingham, J. T. (2014) · Computers in the Schools · doi:10.1080/07380569.2014.879791 · Cited by 18
“For example, handheld video games, similar to Nintendo Gameboy, were specifically created to teach mathematics to first-and second-grade students in Chile, resulting in a demonstrated improvement in motivation to learn (Rosas et al., 2003).”
BackgroundCrompton, H. (2014) · Springer eBooks · doi:10.1007/978-1-4899-8080-9_12 · Cited by 26
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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