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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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Hernández-Sabaté, A., Joanpere, M., Gorgorió, N., & Albarracín, L. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i4.82 · Cited by 22
“This has resulted in a general improvement of students’ motivation and marks [5].”
BackgroundInfluentialThe Use of Economics Games as a Participative Teaching Strategy to Enhance Student Learning
van Wyk, M. M. (2013) · Journal of Social Sciences · doi:10.1080/09718923.2013.11893153 · Cited by 25
“Research studies reported that positive effects such as positive interdependence, faceto-face interaction, sharing, caring and support developed among students when they played together (Strasburger and Donnerstein 1999; Prensky 2001; Durkin and Barber 2002; Rosas et al. 2003).”
BackgroundGarcía, L., Nussbaum, M., & Preiss, D. D. (2011) · Computers & Education · doi:10.1016/j.compedu.2011.05.009 · Cited by 21
Self-citationCracking the Code of Electronic Games: Some Lessons for Educators
Alexander, G., Eaton, I., & Egan, K. (2010) · Teachers College Record · doi:10.1177/016146811011200701 · Cited by 18
“In fact, the kinds of intellectual skills these games foster look very much like those that one sees as the focus of critical thinking programs: interpretation, analysis, evaluation, inference, explanation, and self-regulation (Henderson, Klemes, & Eshet, 2000; Rosas et al., 2003).”
BackgroundDigital Games: A Motivational Perspective
Medina, E. (2005) · DiGRA Conference · doi:10.26503/dl.v2005i1.151 · Cited by 15
“An additional study revealing the power of games in education took place in Chile [16].”
BackgroundGame on: the impact of game features in computer-based training
Fritzsche, B., & Derouin-Jessen, R. E. (2008) · PsycEXTRA Dataset · doi:10.1037/e518392013-283 · Cited by 18
“…using computer games for education and training produces greater learning outcomes and/or learner satisfaction than conventional forms of instruction (e.g., Ricci et al., 1996; Yip & Kwan, 2006), other researchers have not found these benefits (e.g., Ebner & Holzinger, 2007; Rosas et al., 2003).”
BackgroundBalancing enjoyment and learning in teaching software project management with game-based learning
Wang, A. I., Knutsen, V. A., & Askestad, E. T. (2024) · Computers and Education Open · doi:10.1016/j.caeo.2024.100226 · Cited by 27
Bibliometric Analysis of Game-Based Researches in Educational Research
Ekin, C. Ç., & Gül, A. (2022) · International Journal of Technology in Education · doi:10.46328/ijte.341 · Cited by 15
“Year Source Title # of Citation Rosas et al. (2003) Beyond Nintendo: Design and assessment of educational video games for first and second-grade students 2003 Computers and Education 406 Boyle et al. (2016) An update to the systematic literature review of empirical evidence of the impacts and…”
BackgroundInfluentialA novel UML-based methodology for modeling adventure-based educational games
de Lope, R. P., Medina-Medina, N., Urbieta, M., Lliteras, A., & Garcia, A. (2021) · Entertainment Computing · doi:10.1016/j.entcom.2021.100429 · Cited by 17
“Precisely, there are many studies that highlight the benefits of using serious games in the classroom [27,49,32] as they aid to improve the spatial abilities, promote interactive learning, motivate learning through challenge or, even, can act as simulators (players can practice without real consequences).”
BackgroundMultimedia of Educational Game for Disability Intellectual Learning Process: A Systematic Review
Hardiyanti, F. P., & Azizah, N. (2019) · International Conference on Software and Information Engineering · doi:10.2991/icsie-18.2019.66 · Cited by 17
“Some examples of educational games that are often used include Prime Climb, which aims to teach number factorization [5] or Magalú, a game where players practice language and communication skills, and mathematical [6].”
BackgroundCan digital games in school improve attention? A study of Brazilian elementary school students
Ramos, D. K., & Melo, H. M. (2018) · Journal of Computers in Education · doi:10.1007/s40692-018-0111-3 · Cited by 23
“…present improvements as some studies indicated that the daily practice of digital games in the school environment improves overall school skills (Rosas et al. 2003), and these skills are dependent on several cognitive processes (e.g., working memory, planning, making decision, processing speed,…”
BackgroundResultInfluentialUluay, G., & Doğan, A. (2016) · Universal Journal of Educational Research · doi:10.13189/ujer.2016.041028 · Cited by 18
“It is suggested that digital games can be a useful tool in supporting learning [15].”
BackgroundYu, Z., Yu, W. H., Fan, X., & Xiao, W. (2014) · PLoS ONE · doi:10.1371/journal.pone.0096865 · Cited by 16
“The effectiveness of computer games in class was confirmed in the aspects of learning, motivation and classroom dynamics [12].”
BackgroundAssociation through Action: Identity Development in Real and Virtual Video Game Environments
Abrams, S. (2011) · Teachers College Record · doi:10.1177/016146811111301310 · Cited by 17
“Extant research on video gaming may examine what adolescent or elementary students learn as a result of inhabiting and collaborating in a virtual world (Abrams, 2009; Alberti, 2008; Din & Calao, 2001; Rosas et al., 2003) and may consider gamer Discourses and interaction within the virtual world (Steinkuehler, 2006).”
BackgroundMaking dead history come alive through mobile game-play
Ardito, C., Costabile, M., Lanzilotti, R., & Pederson, T. (2007) · CHI Extended Abstracts · doi:10.1145/1240866.1240989 · Cited by 17
“New teaching/learning techniques need to be defined, which can arouse the emotions of young visitors, stimulating their imagination and curiosity.”
BackgroundLinderoth, J., & Sjöblom, B. (2019) · Simulation & Gaming · doi:10.1177/1046878119873023 · Cited by 29
“Others have made similar claims about the need to educate teachers on how to implement GBL (Becker, 2007; Ketelhut & Schifter, 2011; Rosas et al., 2003).”
BackgroundEvaluation of a Motion-Based Platform for Practicing Phonological Awareness of Preschool Children
Goffredo, M., Bernabucci, I., Lucarelli, C., Conforto, S., Schmid, M., Nera, M. M., Lopez, L., D'Alessio, T., & Grasselli, B. (2016) · Journal of Educational Computing Research · doi:10.1177/0735633115626881 · Cited by 16
“…games are based on a one-to-one interaction between the child and the computer, and sometimes suggest the use of head-phones, the children might be driven into social isolation behaviors (Rosas et al., 2003) and their involvement in social or motor activities could be reduced (Stoll, 2000).”
BackgroundBrysch, C. P., Huynh, N. T., & Scholz, M. A. (2012) · Journal of Geography · doi:10.1080/00221341.2011.609998 · Cited by 16
“In sum, one of the greatest concerns among K–12 educators continues to be aligning the games to curriculum requirements (Gros 2003; Rosas et al. 2003; Squire et al. 2005; Baek 2008; Kebritchi 2010).”
BackgroundA Serious Game for Improving Inferencing in the Presence of Foreign Language Unknown Words
Gabriel, P., Hirashima, T., & Hayashi, Y. (2018) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2018.090202 · Cited by 16
“Some works [55]–[57] focus on first language primary reading skills (among other fields) for young children and showed positive results, but does not focus on reading long texts, focusing instead on more basic skills, such as individual word reading.”
BackgroundResultClassification of Instructional Videos
Köse, E., Taşlıbeyaz, E., & Karaman, S. (2021) · Technology Knowledge and Learning · doi:10.1007/s10758-021-09530-5 · Cited by 20
Soto-Ardila, L. M., Niño, L. V. M., Caballero, A., & Luengo, R. (2019) · RISTI: Revista Ibérica de Sistemas e Tecnologias de Informação · doi:10.17013/risti.33.48-63 · Cited by 15
Classcraft: English and role play in the primary school classroom
Márquez, M. M., & Torralbo, J. C. (2019) · Apertura · doi:10.32870/ap.v11n1.1433 · Cited by 15
Flexible learning itinerary vs. linear learning itinerary
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Design and Evaluation of a Physical Interactive Learning Environment for English Learning
Yang, J.-C., Lin, Y.-L., Wu, J., & Chien, K. (2008) · 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning · doi:10.1109/digitel.2008.40 · Cited by 15
“The result of the study shows that it was positive support for learning by integrating game design into teaching with fun [ 13 ].”
ResultA Serious game for programming in higher education
Hainey, T., & Baxter, G. J. (2024) · Computers & Education X Reality · doi:10.1016/j.cexr.2024.100061 · Cited by 19
“Computer games have a number of negative connotations associated with them including that they are conducive to negative personality traits and behaviours (Rosas et al., 2003).”
BackgroundStudent’s Opinions on Online Educational Games for Learning Programming Introductory
Ibrahim, R., Rahim, N., Ten, D. W. H., Yusoff, R., Maarop, N., & Yaacob, S. (2018) · International Journal of Advanced Computer Science and Applications · doi:10.14569/ijacsa.2018.090647 · Cited by 15
Awan, R. N. (2011) · International Journal of Information and Education Technology · doi:10.7763/ijiet.2011.v1.57 · Cited by 15
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Tragazikis, P., & Meimaris, M. (2009) · Transactions on Edutainment · doi:10.1007/978-3-642-11245-4_1 · Cited by 15
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Rajabpour, A. (2021) · English Linguistics Research · doi:10.5430/elr.v10n4p49 · Cited by 25
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Jalil, H. A., Nasharuddin, N. A., Marlisah, E., Nazan, A. I. N. M., Ismail, I. A., Ma’rof, A. M., Rusdi, N. A. F. M., & Zaremohzzabieh, Z. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i21.17345 · Cited by 21
“Moreover, the repetitive nature of many video games is key to promoting the acquisition of procedural or behavioral health knowledge [48].”
BackgroundZubaidi, A. (2020) · ARABIYAT Jurnal Pendidikan Bahasa Arab dan Kebahasaaraban · doi:10.15408/a.v7i1.13002 · Cited by 18
Carducci, A., Casini, B., Donzelli, G., Verani, M., Bruni, B., Ceretti, E., Zani, C., Carraro, E., Bonetta, S., Bagordo, F., et al. (2016) · Applied Environmental Education & Communication · doi:10.1080/1533015x.2016.1181017 · Cited by 14
“Higher motivation, attention, and concentration have been related (Rosas et al., 2003) to the perception that an activity is “fun” (i.e., visually and cognitively attractive to children).”
BackgroundHung, C., Chang, T., Yu, P.-T., & Cheng, P.-J. (2012) · IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL) · doi:10.1109/digitel.2012.13 · Cited by 14
“The digital game as an instructional tools would support and strengthen: school achievement, cognitive abilities, motivation towards learning, and attention and concentration [27][30].”
BackgroundFrancis, R. (2008) · Oxford University Research Archive (ORA) (University of Oxford) · doi:10.5287/ora-44gevm5vk · Cited by 14
“And a variety of reports and papers discuss and theorise the new learning opportunities afforded (Barab et al., 2005; de Freitas, 2006; de Freitas & Levene, 2004; Dempsey et al., 2002; Dowey, 2001; Gross, 2003; Holsbrink-Engels, 1997; Jayakanthan, 2002; Jenkins & Squire, 2003; Rosas et al., 2003; Sandford & Francis, 2…”
BackgroundStudents @ play: serious games for learning in higher education
Rooney, P. (2007) · Arrow@dit (Dublin Institute of Technology) · doi:10.21427/cesz-zy67 · Cited by 14
“In addition to embodying a range of pedagogical strategies, one of the most pertinent features of games is their ability to motivate and engage, or their ―holding power‖ [22].”
How Does Constructive Feedback in an Educational Game Sound to Children?
Hwang, D., & Kang, Y. (2023) · Int. J. Child Comput. Interact. · doi:10.2139/ssrn.4255390 · Cited by 13
Altun, M. (2019) · Journal of Education and Learning · doi:10.5539/jel.v8n6p72 · Cited by 13
“Frostig Developmental Visual Perception Test was adapted by Sökmen (1994). Test-retest reliability was found to be .”
BackgroundMethodInfluentialRafeezadeh, E., Ghaemi, N., Miri, H., & Rezaeian, A. (2019) · doi:10.22038/ebcj.2019.40293.2058 · Cited by 13
“Moreover, the nature of the repetition of video games can be one of the key mechanisms of action for promoting knowledge in children and changing their behaviors (27).”
BackgroundUse of Game Development in Computer Science and Software Engineering Education
Wu, A. (2015) · doi:10.1201/b18453-4 · Cited by 13
Hswen, Y., Rubenzahl, L., & Bickham, D. (2014) · Games for Health Journal · doi:10.1089/g4h.2013.0074 · Cited by 13
Heuristic Evaluation of Digital Game Based Learning: A Case Study
Liao, Y. H., & Shen, C.-Y. (2012) · IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL) · doi:10.1109/digitel.2012.54 · Cited by 13
“[8]a foreign researcher , has organized past research which studied digital games as teaching aids.”
BackgroundHsu, S.-H., Wu, P.-H., Huang, T.-C., Jeng, Y.-L., & Huang, Y.-M. (2008) · 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning · doi:10.1109/digitel.2008.24 · Cited by 13
“For example that there are six elementary schools in Chile studied mathematic and took exam via Gameboy [ 15 ]; two senior high school in Kyoto treated Nintendo Dual Screen (NDS) and PlayStation Portable (PSP) as formal learning tools to support classroom instruction.”
BackgroundGamification: How does it impact L2 vocabulary learning and engagement?
Avila, M. O. C., & Fonseca, G. C. (2021) · Electronic Journal of Foreign Language Teaching · doi:10.56040/ghcc1824 · Cited by 13
Leading Edge Use of Technology for Teacher Professional Development in Indian Schools
Charania, A., Paltiwale, S., Sen, S., Sarkar, D., & Bakshani, U. (2023) · Education sciences · doi:10.3390/educsci13040386 · Cited by 12
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Rivas, E. S., Ramos-Núñez, M. F., Navas-Parejo, M. R., & de la Cruz-Campos, J. C. (2022) · Education + Training · doi:10.1108/et-06-2022-0244 · Cited by 18
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Effect of Computer Game-Based Instructional Strategy on Students’ Learning Outcome in Mathematics
Oyarinde, O. N. (2019) · Journal of Education Society and Behavioural Science · doi:10.9734/jesbs/2019/v29i430113 · Cited by 12
“The fact that there are research findings showing that educational games can be as effective as non-gaming approaches, with regard to the achievement of Mathematics related objectives, [25,10] allows us to infer that not only specially-designed educational games but also general-purpose commercial games can contribute…”
BackgroundDigital Educational Game Usage Scale: Adapting to Turkish, Validity and Reliability Study
Sarıgöz, O., Bolat, Y., & Alkan, S. (2018) · World Journal of Education · doi:10.5430/wje.v8n5p130 · Cited by 12
“The fact that digital games teach while making you have fun and depend on abilities contributes to the positive manners the students towards the lessons (Klawe, 1999; Rosas et. al., 2003; Prensky, 2003; Papastergiou, 2009).”
BackgroundDIGITAL GAMES - A MAGICAL LEARNING TOOL FOR SLOW LEARNERS
Albert, P. A. (2018) · International journal of research - granthaalayah · doi:10.29121/granthaalayah.v6.i5.2018.1468 · Cited by 12
Using a fine-grained multiple-choice response format in educational drill-and-practice video games
Beserra, V., Nussbaum, M., & Grass, A. (2016) · Interactive Learning Environments · doi:10.1080/10494820.2016.1172244 · Cited by 14
“Play constitutes an important part of children ’ s cognitive and social development (Csíkszentmihályi, 1990; Durkin, 2010; Piaget, 1951) and it therefore represents an exceptional learning experience (Rosas et al., 2003).”
BackgroundSelf-citationThe effects of GBL and learning styles on Chinese idiom by using TUI device
Ku, D., Huang, Y. ‐., & Hus, S. ‐. (2014) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12085 · Cited by 11
“Rosas et al. (2003) indicated that game-based learning enriches learners with the value of learning and creates an educational environment consistent with students’ interestoriented motivation, producing the experience of ‘edutainment’.”
BackgroundUsing a Computer Game to Teach Young Children About Their Brains
Schotland, M., & Littman, K. G. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0039 · Cited by 12
Collaborative Online Activities for Acoustics Education and Psychoacoustic Data Collection
Kim, Y. E., Doll, T. M., & Migneco, R. (2009) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2009.10 · Cited by 12
Squire, K. D. (2008) · doi:10.4324/9781410618894.ch23 · Cited by 6
From E-Learning to Games-Based E-Learning
Connolly, T., & Stansfield, M. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-845-1.ch035 · Cited by 12
The impact of mixed reality serious games on mortise and tenon learning in college students
Hang, Y., Wang, H.-Q., Sang, Z., Huang, R.-F., & Ye, L. (2023) · Computers & Education: X Reality · doi:10.1016/j.cexr.2023.100042 · Cited by 11
Schuurmans, A. A. T., Nijhof, K. S., Scholte, R. H. J., Popma, A., & Otten, R. (2020) · JMIR Research Protocols · doi:10.2196/19881 · Cited by 12
“Repetition promotes long-term learning [43], and thus may foster generalization of its effects to adolescents’ daily lives.”
BackgroundLet us rethink how to teach mathematics using gaming principles
Yong, S.-T., Karjanto, N., Gates, P., Chan, A., & Khin, T. M. (2020) · International Journal of Mathematical Education in Science and Technology · doi:10.1080/0020739x.2020.1744754 · Cited by 12
“Learning with DGBL is fun and enjoyable (Ebner & Holzinger, 2007; Mokka et al.,2003 ), motivating (Becker, 2001; Cai et al.,2006; Ke,2009 ; Mokka et al.,2003 ; Natvig & Line,2004 ; Rosas et al., 2003; Wishart, 1990) and engaging (Cai et al., 2006; Rosas et al., 2003).”
BackgroundChaudy, Y., & Connolly, T. M. (2019) · Entertainment Computing · doi:10.1016/j.entcom.2019.100294 · Cited by 11
Estrategias motivacionales efectivas en profesores en formación
Valenzuela, J., Muñoz, C., & Levinao, A. M. (2018) · Educação e Pesquisa · doi:10.1590/s1678-4634201844179652 · Cited by 27
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A design process for balanced educational video games with collaborative activities
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“Moreover, some years ago, there were different experiences with the introduction of using video games as educational tools, for example, the ones presented in [14] or [16].”
BackgroundSouthall, S. (2013) · doi:10.25772/rw0v-q722 · Cited by 11
“…al., 2006; Klawe, 1998; Ke & Grabowski, 2007; Lopez-Morteo & Lopez, 2007; Moreno, 2002; Owston, Wideman, Ronda, & Brown, 2009; Papastergiou, 2009; Rosas et al., 2003; Yip & Kwan, 2006), promoted learner's motivation in 4 of 16 studies (Klawe, 1998; Lopez-Morteo & Lopez, 2007; Rosas et al., 003;…”
AmbiLearn: Multimodal Assisted Learning
Lunney, T., Hyndman, J., & Kevitt, P. (2011) · International Journal of Ambient Computing and Intelligence (IJACI) · doi:10.4018/jaci.2011010106 · Cited by 11
“…games promote the development of skills such as strategic thinking and creativity, offering appropriate and adaptive feedback and the embedding of cognitive strategies that can reduce task time, increase achievement and have a positive effect on student learning (Booth, 2009; Rosas et al., 2003).”
BackgroundDesign and Heuristic Evaluation of MathQuest: A Role-Playing Game for Numbers
Shafie, A., & Ahmad, W. (2010) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2010.12.086 · Cited by 11
Learning Vocabulary via Video Games: A Case Study of Saudi University Students
Alshabeb, A. M. (2024) · Arab World English Journal · doi:10.24093/awej/vol15no3.19 · Cited by 10
Effects of integrating a brain-based teaching approach with GeoGebra on problem-solving abilities
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“When new technology is employed in the classroom, there is evidence of a link between ICT-enabled activities, a good attitude toward mathematics, increased mathematical learning, and students' performance [16], [17].”
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Game-Based Learning as Effective Learning Method: An Application of Digital Storytelling
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Richards, K. V., Williams, J. M., Smith, T., & Thyer, B. (2015) · International Journal of Social Work · doi:10.5296/ijsw.v2i1.7130 · Cited by 10
“Academic benefits include video games which can support and strengthen school achievement, cognitive abilities, motivation towards learning, attention and concentration (Rosas et al., 2003).”
BackgroundMagnifico, A. M., Olmanson, J., & Cope, B. (2013) · E-Learning and Digital Media · doi:10.2304/elea.2013.10.4.483 · Cited by 15
“…findings exist, however, and many researchers have documented learning gains and increased motivation as a result of serious game, mobile learning, and other technology-oriented interventions (Rosas et al, 2003; Mitchell & Savill-Smith, 2005; Kukulska-Hulme & Traxler, 2007; Liu et al, 2011).”
BackgroundUzun, L., EKİN, M. T. Y., & KARTAL, E. (2013) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2013040106
Adamo-Villani, N., Oania, M., & Cooper, S. (2012) · Journal of Educational Technology Systems · doi:10.2190/et.41.2.b · Cited by 10
“Rosas et al. [30] 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.”
BackgroundExperiences from implementing a face-to-face educational game for iPhone/iPod Touch
Wang, A., Bian, W., & Bakken, S. K. (2010) · 2010 2nd International IEEE Consumer Electronics Society's Games Innovations Conference · doi:10.1109/icegic.2010.5716895 · Cited by 10
“Games in education have also become increasingly popular in recent years, especially for children and have proven to be beneficial for academic achievement, motivation and classroom dynamics [1].”
BackgroundNewell, T. S. (2010) · Evidence Based Library and Information Practice · doi:10.18438/b85k7t · Cited by 10
Computer game design classes: The students' and professionals' perspectives
Swacha, J., Skrzyszewski, A., & Syslo, W. (2010) · Informatics Educ. · doi:10.15388/infedu.2010.18 · Cited by 10
The Dynamics of Video Gaming: Influences Affecting Game Play and Learning
Abrams, S. (2010) · doi:10.4018/978-1-61520-781-7.ch006 · Cited by 10
“…and theory on video gaming suggest that, for children and adolescents, video game playing can be motivating and rewarding (Chute & Miksad, 1997; Rosas et al., 2003; Smith & Wilhelm, 2002) and can have potential academic benefits (Alberti, 2008; Din & Calao, 2001; Gee, 2003; Greenfield, 1984;…”
BackgroundCyberFamily: A collaborative family game to increase children’s cybersecurity awareness
Quayyum, F., & Jaccheri, L. (2024) · Entertainment Computing · doi:10.1016/j.entcom.2024.100826 · Cited by 19
Vinter, A., Bard, P., Duplessy, H. L., & Poulin-Charronnat, B. (2022) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2022.100534 · Cited by 13
“By way of example, Rosas et al. (2003) designed video games for the incidental teaching of reading comprehension, spelling and basic math skills to first and second grade children.”
BackgroundVideogames in and beyond the L1 classroom
Abrams, S. S., & Hanghøj, T. (2022) · L1 Educational Studies in Language and Literature · doi:10.21248/l1esll.2022.22.2.433 · Cited by 9
“…2014; deHaan, 2019; Engerman et al., 2019; Gee, 2003; Gerber & Abrams, 2014; Hanghøj et al., 2020; Hawisher & Selfe, 2007; Nash & Brady, 2021; Rosas et al., 2003; Schaffer et al., 2005; Squire, 2011; Steinkuehler et al., 2010; Steinkuehler et al., 2012; Van Eck, 2008; Wolf & Perron, 2003),…”
Chen, G. M., Ng, Y. M. M., Riedl, M. J., & Chen, V. (2019) · Journal of Information Technology & Politics · doi:10.1080/19331681.2019.1680475 · Cited by 18
“Rosas et al. (2003), for example, found that educational video games positively influenced learning and motivation.”
BackgroundAnalysis of the Effectiveness of Instructional Strategies for Construction Management Students
Lam, E., Chan, A., Chan, D. W. M., & Oladinrin, T. O. (2016) · Journal of Professional Issues in Engineering Education and Practice · doi:10.1061/(asce)ei.1943-5541.0000276 · Cited by 9
A Technique for Mapping Mathematics Content to Game Design
Kalloo, V., Mohan, P., & Kinshuk (2015) · Int. J. Serious Games · doi:10.17083/ijsg.v2i4.95 · Cited by 9
“A basic assumption in this paper is that games can be used for learning mathematics, a belief that is supported by several researchers [11] [12] [13].”
BackgroundThe acquisition of expertise in the classroom: are current models of education appropriate?
Speelman, C. P. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00580 · Cited by 9
O'Rourke, J., Main, S., & Ellis, M. K. (2013) · doi:10.14742/ajet.317 · Cited by 9
“Further, Rosas et al. (2003) implemented specifically designed video games in disadvantaged schools in Chile for Year one and two students and focussed on measuring the impact on learning in maths, spelling and comprehension.”
BackgroundMethodArevalillo-Herráez, M., Morán-Gómez, R., & Claver, J. M. (2012) · Computer Applications in Engineering Education · doi:10.1002/cae.20374 · Cited by 9
An educational game for learning wind and gravity theory on iOS: Drop donuts
Wattanatchariya, K., Chuchuaikam, S., & Dejdumrong, N. (2011) · International Joint Conference on Computer Science and Software Engineering · doi:10.1109/jcsse.2011.5930152 · Cited by 9
Web-based sound and music games with activities for STEM education
Doll, T. M., Migneco, R., & Kim, Y. E. (2009) · 2009 International IEEE Consumer Electronics Society's Games Innovations Conference · doi:10.1109/icegic.2009.5293606 · Cited by 9
“Some studies incorporating video games have reported improved spelling and reading skills [3] and increased student motivation [4] at elementary grade levels (K-2).”
BackgroundCombining advanced learning technologies in an immigrant educational program
Schuurink, E., & de Vries, M. (2009) · International Conference on Entertainment and Media in the Ubiquitous Era · doi:10.1145/1621841.1621862 · Cited by 9
“In addition, games can increase motivation in learning and attainment [23].”
BackgroundThe Periodic Table of Elements via an XNA-Powered Serious Game
Birchall, J., & Gatzidis, C. (2013) · Transactions on Edutainment · doi:10.1007/978-3-642-37042-7_1 · Cited by 9
Does Fantasy Enhance Learning In Digital Games
Asgari, M., & Kaufman, D. (2010) · doi:10.4018/978-1-61520-731-2.ch005 · Cited by 9
Amusing Minds for Joyful Learning through E-Gaming
Li, Z., Liu, F., & Boyer, J. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-994-6.ch009 · Cited by 10
“Extensive and varied research has been conducted on e-gaming in education as a whole (Garris, Ahlers, & Driskell, 2002; Margolis, Nussbaum, Rodriguez, & Rosas, 2006; Rosas et al., 2003; Shaffer, Squire, Halverson, & Gee, 2004; Squire, 2006).”
BackgroundSilva, I. S., Cunha‐Saraiva, F., & Silvestre, S. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1163489 · Cited by 12
“Educational games (here defined as a physical or mental contest played according to specific rules, with the goal of amusing or rewarding the participant; Noemí and Máximo, 2014), digital or physical, effectively engage and motivate students to learn, unlike a strictly conventional educational environment (Rosas et al…”
BackgroundConstruction of alternate peer teaching method for digital animation game design
Wu, H., & Tu, H. (2022) · Library hi tech · doi:10.1108/lht-11-2021-0388 · Cited by 8
Effect of Curriculum-Based Video Games on Students' Performance: An Experimental Study
Baig, A., & Alotaibi, A. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i22.15541 · Cited by 8
“Moreover, video games are not only for fun, as they may also be effective as educational tools, especially if they are based on the curriculum [12].”
BackgroundImpact of Kinect Game on Primary School Students' Mental Computation Speed
Yılmaz, Ö., & Bayraktar, D. M. (2018) · International Journal of Game-Based Learning · doi:10.4018/ijgbl.2018100104 · Cited by 9
SpokeIt: A Co-Created Speech Therapy Experience
Duval, J., Segura, E. M., & Kurniawan, S. (2018) · CHI Extended Abstracts · doi:10.1145/3170427.3186494 · Cited by 8
“Games have demonstrated the ability to teach while providing a motivating and interactive environment [10] are effective with children [7] and can be as effective as face-to-face instruction [6].”
Background
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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