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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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Costa, C., Sousa, C., Rogado, J., & Henriques, S. (2017) · International Journal of Games Based Learning · doi:10.4018/ijgbl.2017070102 · Cited by 8
Teaching game design to students of the early childhood through Forest Maths
Kalmpourtzis, G., Vrysis, L., & Veglis, A. A. (2016) · International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP) · doi:10.1109/smap.2016.7753396 · Cited by 11
“124 motivational impact of games is also supported by previous studies [21], [22].”
ResultVideo Game Self-efficacy and its Effect on Training Performance
Ortiz, S. A., Bowers, C. A., & Cannon‐Bowers, J. A. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i3.89 · Cited by 8
The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation
McCreery, M., Krach, S., & Nolen, A. L. (2014) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/ijgcms.2014040103 · Cited by 8
“…in a broad range of abilities including metacognition (Van Deventer & White, 2002), problem solving and inductive reasoning (Blumberg, Rosenthal, & Randall, 2008; Rosas et al., 2003), spatial abilities (Green & Bavelier, 2003), and perspective taking (DiPietro, Ferdig, Boyer, & Black, 2007).”
BackgroundExploring User Experience While Playing Educational Games: Focus on Temporality and Attractiveness
Zaharias, P., Gatzoulis, C., & Chrysanthou, Y. (2012) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/jgcms.2012100102 · Cited by 8
“There are many studies that support how GBL improves user motivation (Cordova & Lepper, 1996; Rosas et al., 2003; Tüzün, Yilmaz-Soylu, Karakus, Inal & Kizilkaya, 2009).”
BackgroundOu, K.-L., Tarng, W., Yao, Y.-Y., & Chen, G.-D. (2011) · 2011 IEEE 11th International Conference on Advanced Learning Technologies · doi:10.1109/icalt.2011.158 · Cited by 8
“proposed that using digital games in educational instruction positively influences learning achievement, development of cognitive ability, learning motivation, and concentration in learning [5].”
BackgroundDevelopments of Serious Games in Education
Sousa, L., Figueiredo, M., Monteiro, J. M., Bidarra, J., Rodrigues, J., & Cardoso, P. J. S. (2016) · Advances in human and social aspects of technology book series · doi:10.4018/978-1-5225-0435-1.ch016 · Cited by 8
“…Ke, 2008; Kordaki, 2011; Liao, Chen, Cheng, Chen & Chan, 2011; Main & O’Rourke, 2011; Panoutsopoulos, H. & Sampson, 2012; Sung, Chang, & Lee, 2008; Rosas et al., 2003; Wilson et al., 2006), problem solving (Huang, Yeh, Li & Chang, 2010; Yang, 2012), computing (Papastergiou, 2009; Sindre, Natvig…”
Exploring the Influence of Video Games on Self-Reported Spatial Abilities Among University Students
Alwhaibi, R. M., Aldhowayan, A., Alshahrani, S. M., Al-Madi, B., Alamer, R. A., Albaqami, F. M., & Mortada, E. M. (2024) · Brain Sciences · doi:10.3390/brainsci14121269 · Cited by 8
SINIF ÖĞRETMENLERİNİN OYUN TEMELLİ MATEMATİK ETKİNLİKLERİNE YÖNELİK GÖRÜŞLERİNİN İNCELENMESİ
Çil, O., & Sefer, F. (2021) · Trakya Eğitim Dergisi · doi:10.24315/tred.814024 · Cited by 7
Motivation Outcomes in Math-Related Videogames
Hoffman, D. L., Paek, S., Zhou, Z., & Türkay, S. (2020) · Technology Knowledge and Learning · doi:10.1007/s10758-020-09450-w · Cited by 11
Saygı, E., & Ulusoy, Ç. A. (2019) · Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi · doi:10.17240/aibuefd.2019.19.43815-446550 · Cited by 7
Splitting and Combining as a Gamification Method in Engaging Structured Knowledge Learning
Song, D., Shi, D., Wang, R., & Xu, H. (2018) · Sustainability · doi:10.3390/su10030800 · Cited by 7
İlköğretim Matematik Öğretmenlerinin Zeka Oyunları Dersi ile İlgili Görüşleri
Saygı, E., Umay, A., & Ulusoy, Ç. A. (2016) · doi:10.16986/huje.2016018494 · Cited by 7
All-in-one: impact study of an online math game for educational purposes
Fellnhofer, K. (2016) · International Journal of Technology Enhanced Learning · doi:10.1504/ijtel.2016.075953 · Cited by 9
“In general, mathematical games with educational objectives have to be designed with respect to pedagogical issues in order to have a positive impact on learners (Rosas et al., 2003; Divjak and Tomić, 2011).”
BackgroundProcesos pedagógicos y uso de tecnología en el aula
Páucar, M., Guzmán, M. A., & Nussbaum, M. (2015) · Revista Complutense de Educación · doi:10.5209/rev_rced.2015.v26.n2.43303 · Cited by 7
Self-citationImpact of Video on Learning in Students with Autism in Malaysia: Future Prospects☆
Saiman, K., Sinnatamby, S., Mustafa, L., Alias, N., & Siraj, S. (2013) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2013.10.360 · Cited by 7
Panagiotakopoulos, C., & Sarris, M. (2013) · International Education Studies · doi:10.5539/ies.v6n2p110 · Cited by 7
The relation between students' anxiety and interest in playing an online game
Hwang, M., Hong, J., Hsu, T. F., & Chen, Y. (2011) · IEEE International Games Innovation Conference (IGIC) · doi:10.1109/igic.2011.6114852 · Cited by 7
A Bingo Game for English Vocabulary Learning
Lo, J., & Tseng, F.-L. (2011) · doi:10.5963/cisme0108001 · Cited by 7
“[6] surveyed related research and summarized that digital game-based learning can be beneficial to education in terms of learning effectiveness, cognitive ability development, learning motivation, and learning concentration.”
BackgroundMobile Computer-Assisted Language Learning Courseware for Korean Language Learners
Cho, S.-J., Kim, J., & Lee, S. (2004) · WISE Workshops · doi:10.1007/978-3-540-30481-4_17 · Cited by 7
“One possible solution is exploiting computer game [1],[2].”
BackgroundZaharias, P., Chatzeparaskevaidou, I., & Karaoli, F. (2017) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/ijgcms.2017010102 · Cited by 7
“For instance, educational games had a significant positive effect on students’ mathematics achievement, as suggested by empirical research (Ke et al., 2007; Moreno, 2002; Rosas et al., 2003; Kebritchi et al., 2010).”
BackgroundTeacher Gamers vs. Teacher Non-Gamers
James, C. L., & Wright, V. H. (2009) · doi:10.4018/978-1-59904-808-6.ch017 · Cited by 7
“Also, motivation (Rosas et al., 2003) and self-confidence (Carstens & Beck, 2005) have both been enhanced by video game-play.”
BackgroundMeasuring how motivation affects information quality assessment: A gamification approach
Poženel, M., Zrnec, A., & Lavbič, D. (2022) · PLoS ONE · doi:10.1371/journal.pone.0274811 · Cited by 9
“Intrinsically motivated activities facilitate assessors to perform tasks without any kind of conditioning [60], while elements of extrinsic motivation help to perform work tasks through rewards [43, 61].”
BackgroundIMPROVING STUDENTS’ MASTERY OF SIMPLE PRESENT TENSE IN DESCRIPTIVE TEXT BY USING KAHOOT! GAME
Pratiwi, R., Susilawati, E., & Wardah, W. (2020) · Journal of English Education Program · doi:10.26418/jeep.v1i2.40232 · Cited by 6
“Moreover, as stated by Rosas et al (2003) Kahoot! gave students more opportunities to engage with their peers while studying and lecturing content by providing a fun platform, by shifting classroom dynamics.”
Tangibot: A collaborative multiplayer game for pediatric patients
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“Some games can promote collaboration between peers in order to reach a common goal, which in turn promotes their interaction and provides opportunities to socialize [8].”
BackgroundWang, A., Sætre, R., Rydland, T., & Dahl, Y. (2019) · European Conference on Game Based Learning (ECGBL) · doi:10.34190/gbl.19.168 · Cited by 5
“These studies show that the gamified approaches resulted in: • significantly improved learning, motivation and classroom dynamics (Rosas et al., 2003); • higher attendance and higher final grades in programming (Fotaris et al., 2015); • higher motivation and concentration of math students…”
BackgroundVideogames, Motivation and History of Peru: Designing an Educational Game About Mariano Melgar
Navarro, R., Zapata, C., Vega, V., & Chiroque, E. (2018) · Advances in Human Factors in Wearable Technologies and Game Design · doi:10.1007/978-3-319-94619-1_28 · Cited by 6
Satisfaction of high school students with a mobile game-based English learning system
Tsai, C. H., Cheng, C. H., Yeh, D. Y., & Lin, S. Y. (2017) · International Journal of Mobile Learning and Organisation · doi:10.1504/ijmlo.2017.10005260 · Cited by 8
Los videojuegos como objeto de investigación incipiente en Educación Matemática
Albarracín, L., Hernández-Sabaté, A., & Gorgorió, N. (2017) · Modelling in Science Education and Learning · doi:10.4995/msel.2017.6081 · Cited by 6
Djelil, F. (2016) · doi:10.70675/5eed2856z9095z4a8azb4f1z3c61ce60d817 · Cited by 6
The card game 24 and its application to math education
Tong, L., Yang, J., Han, X., & Velásquez, L. (2014) · doi:10.1080/0020739x.2013.868544 · Cited by 6
“Four cards are randomly selected, which might be (3,5,7,10), or (1,5,5,5), or (1,2,9,10), or some other card combinations.”
BackgroundSogono, M. C., & Richards, D. (2013) · Australasian Conference On Interactive Entertainment · doi:10.1145/2513002.2513005 · Cited by 5
“Rosas et al. [55] recommend that games should be visually attractive to the target audience.”
BackgroundAndujar, M., Ekandem, J. I., Gilbert, J., & Morreale, P. (2013) · Interacción · doi:10.1007/978-3-642-39262-7_38 · Cited by 6
“Research has repeatedly shown that in certain environments educational video games can be more attractive to students than traditional learning tools [6,10].”
BackgroundDigital game-based college English teaching
Liang, Y., Li, X., & Zhang, J. (2010) · International Conference on Computer Design and Applications (ICCDA) · doi:10.1109/iccda.2010.5541038 · Cited by 4
Teaching Mathematics Effectively to Primary Students in Developing Countries
Søndergaard, B. D., & Cachaper, C. (2008) · World Bank, Washington, DC eBooks · doi:10.1596/28116 · Cited by 1
“The learning mechanism behind the use of video and computer games as pedagogical tool is what is called ‘incidental learning’ (Rosas et al., 2003, p. 77) which is the learning of structures of knowledge in the absence of explicit presentation of knowledge.”
BackgroundResultInfluentialA lean online approach to human factors research
Treharne, K., Pfitzner, D., Leibbrandt, R., & Powers, D. M. W. (2008) · Petra · doi:10.1145/1389586.1389655 · Cited by 6
“[16] find that students maintain normal play activities during recess away from the educational games devices, hence alleviating isolation and addiction concerns.”
BackgroundMaking a Connection : Game Genres, Game Characteristics, and Teaching Structures
Charsky, D. (2011) · doi:10.4018/978-1-60960-195-9.ch710 · Cited by 6
Computer Use in a Primary School: A Case-Study of Self-Regulated Learning
Swalander, L., & Folkesson, A. (2010) · Springer eBooks · doi:10.1007/978-1-4419-6546-2_18 · Cited by 5
“Classroom studies have found that use of computer increases motivation (Alexandersson, Linderoth, & Lindo, 2000; Enochsson, 2004; Folkesson, 2004; Rosas et al., 2003 ).”
BackgroundMotivation, Learning, and Game Design
Asgari, M., & Kaufman, D. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6.ch067 · Cited by 6
An Investigation of Current Online Educational Games
Qian, Y.-F. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6.ch004 · Cited by 6
Hacia una conceptualización de los videojuegos como discursos multimodales electrónicos
Henríquez, F. P., & Zúñiga, T. (2017) · doi:10.22395/angr.v15n30a2 · Cited by 5
Digital Game-Based Learning for Information Technology: An Exploratory Analysis
Johnson, C., Govender, I., & Govender, D. (2022) · E-Journal of Humanities, Arts and Social Sciences · doi:10.38159/ehass.20223137 · Cited by 5
Avcı, F. (2022) · Acta Educationis Generalis · doi:10.2478/atd-2022-0003 · Cited by 5
“…2007), increase academic performance (Kaya & Elgün, 2015), make abstract concepts more concrete (Usta, Işık, Şahan, Genç, Taş, Gülay, Diril, Demir, & Küçük, 2017) and understandable while making a positive contribution to the motivations of students towards the lesson (Rosas et al., 2003).”
BackgroundMethodBascón-Seda, A., & Macías, G. R. (2021) · Retos · doi:10.47197/retos.v44i0.90717 · Cited by 5
“…la mejora de capacidades cognitivas, de los mecanismos de percepción, decisión y ejecución, de la coordinación, de las capacidades motoras y/o de las capacidades espaciotemporales (Gao, Hannan, Xiang, Stodden, & Valdez, 2013; Griffiths, 2002; Rosas et al., 2003; Vernadakis et al., 2014).”
BackgroundO'Rourke, J., Main, S., & Hill, S. (2017) · doi:10.14221/ajte.2017v42n10.4 · Cited by 5
EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video Game
Hernández-Sabaté, A., Albarracín, L., Calvo, D., & Gorgorió, N. (2016) · International Conference Games and Learning Alliance · doi:10.1007/978-3-319-50182-6_5 · Cited by 5
“In the research described in [7] several video games that propose challenges and puzzles to students were used.”
BackgroundDesign of a Virtual Ecological Pond for Motion- Sensing Game-Based Learning
Tarng, W., Lu, N., Shih, Y.-S., & Liou, H. (2014) · International Journal of Computer Science and Information Technology · doi:10.5121/ijcsit.2014.6202 · Cited by 5
“The virtual campus ecological pond developed in this study has the functions of education and entertainment.”
BackgroundBirchall, J., & Gatzidis, C. (2011) · 2011 Third International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2011.11 · Cited by 5
“There is more research strongly indicating the help of computer games in the learning of maths curriculum such as the work by Sedighian and Sedighian [7], Rosas et al [8] and finally, more recently Kebritchi et al [9].”
MethodPost-mortem analysis of student game projects in a software architecture course
Wang, A. (2009) · 2009 International IEEE Consumer Electronics Society's Games Innovations Conference · doi:10.1109/icegic.2009.5293595 · Cited by 5
“Games are commonly used to teach kids, and have proven to be beneficial for academic achievement, motivation and classroom dynamics [1].”
BackgroundLiao, C. C. Y., Chen, Z., & Chan, T.-W. (2009) · Computer-supported collaborative learning/The Computer-Supported Collaborative Learning Conference · doi:10.3115/1600053.1600116 · Cited by 4
PLAY for LEARNING: Serious Games to Assist Learning of Basic Didactic Concepts: A Pilot Study
Rocha, T., & Barroso, J. (2021) · Interacción · doi:10.1007/978-3-030-77414-1_6 · Cited by 5
Integrating Assessment, Feedback, and Learning Analytics in Educational Games
Chaudy, Y., & Connolly, T. (2019) · Handbook of Research on E-Assessment in Higher Education · doi:10.4018/978-1-5225-5936-8.ch006 · Cited by 5
“…(GBL) in education show empirical evidence of increased motivation and engagement (Annetta, Minogue, Holmes, & Cheng, 2009; Kiili & Ketamo, 2017; Rosas et al., 2003) as well as learning and retention (Gander & Parkway, 2000; Girard, Ecalle, & Magnan, 2013; Squire, Barnett, Grant, &…”
BackgroundVideo Games in Teaching-Learning Processes: A Brief Review
Cruz, E., Cruz, J., Ruiz, J. G., & Hernández, L. (2014) · doi:10.11648/j.ijsedu.20140206.12 · Cited by 5
“[12], indicates a significant difference from 1274 students divided into three groups: experimental, control and external; the investigation was designed specifically for children in first and second grade.”
BackgroundShin, N., Norris, C. A., & Soloway, E. M. (2011) · Advances in game-based learning book series · doi:10.4018/978-1-60960-495-0.ch022 · Cited by 4
The Cambridge Handbook of the Learning Sciences: WILD for Learning
Pea, R., Maldonado, H., & Sawyer, R. (2005) · doi:10.1017/cbo9780511816833.026 · Cited by 5
Fernandez-Antolin, M.-M., del Río, J. M., & Gonzalez-lezcano, R. (2020) · International Journal of Technology and Design Education · doi:10.1007/s10798-020-09583-0 · Cited by 4
Liu, W., Yang, F., Qin, M., Pulie, N., Zhang, J.-Q., & Zhang, X. (2023) · International journal of human computer interactions · doi:10.1080/10447318.2023.2266794 · Cited by 4
“In a sense, tablets games as an educational tool can be seen as a resource that utilizes attention and entertainment effects without neglecting the instructional aspects (Rosas et al., 2003).”
Impact of game-based learning on STEM learning and motivation: Two case studies in Europe
Mawas, N. E., Trúchly, P., Podhradský, P., Medvecky, M., Muntean, C., & Muntean, C. (2022) · Knowledge Management & E-Learning: An International Journal · doi:10.34105/j.kmel.2022.14.020 · Cited by 4
“The same findings can be found in other studies such as (Ezeoguine & Augustine, 2021; Yien et al., 2011; Rosas et al., 2003).”
The Development of 3D Survival Simulation Game for Identifying Safe Food and Water in Borneo Forest
Kurniawan, Y. F., Isnanda, R. G., & Asroni, A. (2020) · Emerging Information Science and Technology · doi:10.18196/eist.111 · Cited by 4
“It can also increase the motivation [22] [23] [24] and the knowledge of the player [16] [17].”
BackgroundNawawi, N., & Kusnoto, Y. (2019) · Indonesian Journal of Biology Education · doi:10.31002/ijobe.v2i2.1790 · Cited by 4
“Rosas et al. (2003) Computer games have been particularly effective in raising achievement levels of both children and adults in areas such as maths and language, where specific objectives can easily be stated (Randel et al., 1992).”
BackgroundGamification Strategies as Socialization Tools in the Context of Pediatric Hospitalization
Montaner-Marco, J. (2019) · ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3341215.3356328 · Cited by 4
“Moreover, some games can promote collaboration between peers in order to reach a common goal, what in turn increases interaction between them and provides more socialization opportunities [18].”
BackgroundEffectiveness of kahoot as a revision tool in studying waves
Orillo, J. C., & Prudente, M. S. (2019) · International Conference on e-Education, e-Business, e-Management and e-Learning · doi:10.1145/3306500.3306550 · Cited by 5
Relationships Between Game Attributes and Cognitive Abilities
Ölvecký, M., & Gabriška, D. (2018) · International Conference on Emerging eLearning Technologies and Applications · doi:10.1109/iceta.2018.8572254 · Cited by 4
“Assessment | progress + [15, 25] + [20] + [17, 23] + [13] + [25] + [23]”
BackgroundMichala, M., Alexakos, C., & Tsolis, D. (2018) · International Conference on Information, Intelligence, Systems and Applications · doi:10.1109/iisa.2018.8633697 · Cited by 4
“The results showed significant impact of games in the fields of mathematics and spelling because they provided motivation in comparison to conventional teaching methodologies [10].”
ResultUsing an epistemic game to facilitate students’ problem-solving: the case of hospitality management
Wang, S.-H., & Wang, H. (2016) · Technology Pedagogy and Education · doi:10.1080/1475939x.2016.1234408 · Cited by 7
Using Digital Games to Learn Mathematics - What students think?
Su, T.-Y., Harrison, I. D., & Gates, P. (2016) · Int. J. Serious Games · doi:10.17083/ijsg.v3i2.113 · Cited by 4
“Educational games have been developed to learn mathematics in many past studies, for instance Astra Eagle in [16], Triangle in [17], Magalu, Hermes, Tiki-Tiki and Roli in [18], Proportional Tetris and Proportional Clown in [19].”
BackgroundScaffolding in educational video games: An approach to teaching collaborative support skills
Loparev, A., & Egert, C. A. (2015) · Frontiers in Education Conference · doi:10.1109/fie.2015.7344167 · Cited by 4
“Aside from educational benefits [4]–[6], such games have already been shown to have positive effects, such as an increase in motivation to learn [8] and improvement in self-efficacy and self-esteem [7].”
BackgroundLeveraging the Social Aspect of Educational Games
Jimenez, O. (2015) · doi:10.1080/00405841.2015.1010845 · Cited by 4
“For example, research on educational video games has reported links between students who play with educational games and increases in motivation and behavior (Rosas et al., 2003).”
BackgroundCo-creation of a serious game to develop competences on the primary education program
Eguia-Gómez, J. L., Contreras-Espinosa, R. C., & Albajés, L. S. (2014) · Iberian Conference on Information Systems and Technologies · doi:10.1109/cisti.2014.6877080 · Cited by 4
“…de habilidades sociales y el pensamiento estratégico [4], en el rendimiento escolar, en las habilidades cognitivas, y en la motivación hacia el aprendizaje [5], la concentración, el pensamiento complejo y la planificación estratégica [6], la recuperación de la información y conocimientos…”
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Lee, Y.-H. (2013) · International Journal of Games Based Learning · doi:10.4018/ijgbl.2013100104 · Cited by 4
Evaluating Coursework in Computer Games Degrees: Students and Assessors as Virtual Characters
Ip, B., Capey, M., Baker, A., & Carroll, J. (2009) · doi:10.14742/ajet.1182 · Cited by 4
“…gains in student performance, i.e. whether or not the use of such games leads to improvements in terms of academic achievement (Hong & Liu, 2003; Oyen & Bebko, 1996; Rosas et al, 2003), and 3) the use of lifelike virtual characters and their potential to be used within assessment frameworks.”
BackgroundGame design from the lens of a student
Cross, E., Gosha, K., Eugene, W., Arcediano, F., Hamilton, C., & Hundley, J. (2008) · ACM Southeast Regional Conference · doi:10.1145/1593105.1593170 · Cited by 4
“…Arcediano Jacqueline Hundley Auburn University 107 Dunstan Hall Auburn, AL 36849 (334) 844-7001 {crossev, eugenwa, hamilcd, goshakk, arcedfr, hundljh} @auburn.edu ABSTRACT The efficacy of games-based instruction in computer science education ultimately depends on the student experience.”
BackgroundTransforming Learning with Mobile Games
Villanueva, K., & Vaidya, J. (2016) · Advances in mobile and distance learning book series · doi:10.4018/978-1-5225-0251-7.ch013 · Cited by 5
Digital Development and International Aid: Are Games Changing the World?
Fisher, J. (2016) · doi:10.4018/978-1-4666-8651-9.ch012 · Cited by 4
Mares, M.-L., & Kretz, V. (2015) · Elsevier eBooks · doi:10.1016/b978-0-08-097086-8.95006-2 · Cited by 4
The ‘Pleasure Principle’ in Blended Learning Approaches
Peachey, P. (2012) · doi:10.4018/978-1-4666-0939-6.ch005 · Cited by 4
Toprac, P. (2011) · Advances in game-based learning book series · doi:10.4018/978-1-60960-495-0.ch014 · Cited by 13
Lee, Y.-T., & Lim, C.-P. (2010) · doi:10.4018/978-1-61520-963-7.ch072 · Cited by 4
Using an Educational Online Game to Stimulate Learning
Sauvé, L. (2010) · Advances in game-based learning book series · doi:10.4018/978-1-61520-713-8.ch009 · Cited by 4
The Market Structure and Characteristics of Electronic Games
Kuhn, K. (2009) · doi:10.4018/978-1-60566-406-4.ch016 · Cited by 4
AN INVESTIGATION OF TEACHERS’ OPINIONS ABOUT USING KAHOOT! TO TEACH VOCABULARY TO YOUNG LEARNERS
Başkutlu, M. (2024) · CONTEMPORARY RESEARCH IN LANGUAGE AND LINGUISTICS (ISSN: 2980-2253) · doi:10.62601/crll.v2i1.21 · Cited by 3
“Rosas et al. (2003) emphasize that online student interaction with Kahoot! can affect classroom dynamics.”
BackgroundAbraham, O., Koeberl, C., & McCarthy, T. J. (2023) · Pharmacy · doi:10.3390/pharmacy11050143 · Cited by 3
“This is despite the potential for game-based learning to foster improved cognitive processing and motivation of the players [43].”
BackgroundWhere, when, and to whom gaming motives may be harmful? A systematic review
Amudhan, S., Sharma, M. K., Srivastava, K., Anand, N., Vishwakarma, A., & Azhagannan, K. (2022) · Industrial Psychiatry Journal · doi:10.4103/ipj.ipj_154_21 · Cited by 3
“The risk of bias for the included studies ranged from good to fair [Table 2].”
Software Development of Word Search Game on Smart Phones in English Vocabulary Learning
Sukstrienwong, A., & Vongsumedh, P. (2021) · International Journal of Mathematical Models and Methods in Applied Sciences · doi:10.46300/9101.2021.15.16 · Cited by 3
“Teachers can use the games’ metaphors and illustrations of reading and Math exercises [10], [11].”
BackgroundUna secuencia de actividades para desarrollar la visualización usando un videojuego
Albarracín, L. (2021) · doi:10.5565/rev/ensciencias.3174 · Cited by 3
Birinci, Y. (2020) · International journal of scientific and technological research · doi:10.7176/jstr/6-06-11 · Cited by 3
Cooper, J., Lockett, S., Mcilroy, A., & Gonzalez, L. M. (2018) · Brain Injury · doi:10.1080/02699052.2017.1419282 · Cited by 3
Game-influenced methodology: Addressing child data attrition in language development research
Zamuner, T., Kilbertus, L., & Weinhold, M. (2017) · Int. J. Child Comput. Interact. · doi:10.1016/j.ijcci.2017.09.001 · Cited by 3
BacToMars: a collaborative educational video game for teaching biological engineering
Loparev, A., Sullivan, A., Verish, C., Westendorf, L., Davis, J., Flemings, M., Bers, M., & Shaer, O. (2017) · International Conference on Foundations of Digital Games · doi:10.1145/3102071.3106353 · Cited by 3
Alshareef, F. M. (2016) · doi:10.5539/elt.v9n3p207 · Cited by 3
“The study (Rosas et al., 2003) resulted in improved motivation to learn when educational video games were used compared to the usual way in learning to read.”
BackgroundKeenaghan, G., Horváth, I., & van der Vegte, W. (2015) · doi:10.21427/d7db24 · Cited by 3
A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory
Lee, H., & Jeong, E. (2014) · doi:10.7583/jkgs.2014.14.4.105 · Cited by 3
“게임이 이용자들에게 유용한 도구가 될 수 있다는 논의는 관련 학자들에게서 1990년대부터 본격적으로 담론화 되었는데, 그로부터 게임이용의 긍정적인 실증적 연구 결과들에 대한 발표가 급증 하기 시작했다[1,2,3,4,5,6,7].”
Video Games in Educational Settings: Developing Skills for New Media Learning
Angelides, M., & Agius, H. (2014) · doi:10.1002/9781118796443.ch18 · Cited by 3
Estimulación audiovisual en niños con limitación grave de la motricidad: ¿mejora su calidad de vida?
Barja, S., Muñoz, C., Cancino, N., Núñez, A., Ubilla, M., Sylleros, R., Riveros, R., & Rosas, R. (2013) · doi:10.33588/rn.5703.2013171 · Cited by 3
“Ello es sugerente de una mejoría en las capacidades atencionales secundaria a la estimulación y coincide con lo publicado [21-24]; aunque no se pudo evaluar la responsividad en todos ellos, dos pacientes mejoraron.”
BackgroundSelf-citationDesign and Implement a Computer Network Security Education Game on iOS for University Students
Liang, H., & Shi, M. (2013) · IEEE International Conference on Robotics and Automation · doi:10.4028/www.scientific.net/amm.373-375.1815 · Cited by 3
“htm [9] Kawin Wattanatchariya, Satapond Chuchuaikam, Natasha Dejdumrong,An Educational Game for Learning Wind and Gravity Theory on iOS: Drop Donuts,2011 Eighth Intel11ational Joint Conference on Computer Science and Software Engineering (JCSSE),387-392,2011 [10] R.”
BackgroundHeo, G. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.016 · Cited by 4
Hong, J.-C., Tsai, C.-M., Ho, Y.-J., Hwang, M.-Y., & Wu, C.-J. (2013) · Interactive Learning Environments · doi:10.1080/10494820.2010.542760 · Cited by 3
“Themain purpose is to enrich the learning experience through play, and this learning approach is a preferred way to learn (Rosas et al., 2003).”
A Preliminary Outcome-Oriented Review of Game-Based Learning Research
Shih, J.-L., Liu, E. Z.-F., & Chuang, C.-W. (2010) · 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning · doi:10.1109/digitel.2010.32 · Cited by 3
“This study is supported in part by the National Science Council of the Republic of China, under contract numbers NSC 97-2511-S-024-009-MY2 and NSC 98-2511-S-024006-MY2.”
BackgroundAmbiLearn: Ambient Intelligent Multimodal Learning Environment for Children
Hyndman, J., Lunney, T., & Mckevitt, P. (2009) · doi:10.4018/978-1-4666-2041-4.ch006 · Cited by 3
“Studies suggest that offering appropriate and adaptive feedback, the embedding of cognitive strategies and animated graphics which reduce task time and increase achievement, have a positive effect on student learning [27].”
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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