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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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Basics of Energy Systems through Games
Varano, M., Patel, M., Asnani, D., TsyKalyuk, A., & Idowu, P. (2006) · North American Power Symposium · doi:10.1109/naps.2006.359599 · Cited by 3
Power up Learning With Mobile Games
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Dell'Aquila, E., Marocco, D., Ponticorvo, M., Ferdinando, A. D., Schembri, M., & Miglino, O. (2017) · doi:10.1007/978-3-319-06311-9_3 · Cited by 3
Use of Technology as an Innovative Approach to Non-Linguistic Cognitive Therapy
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Educational Computer Games and Spanish Content Learning
Dedeaux, T., & Hartsell, T. S. (2011) · Journal of Educational Technology Development and Exchange · doi:10.18785/jetde.0401.05 · Cited by 4
“…correlated with increases or decreases in achievement, but has been correlated with greater engagement and time on task in Chilean first and second grade students (Rosas et al, 2002), American fourth and fifth graders (Ke, 2008), and engineering graduate students (Ebner & Holzinger, 2007).”
ResultThe Pedagogical Potential of MMOG: An Exploratory Study Including Four Games and their Players1
Gomes, T., & Carvalho, A. (2011) · doi:10.4018/978-1-60960-569-8.ch007 · Cited by 3
Co-located collaborative learning video game with single display groupware
Rotter, J. F. W. (2008) · doi:10.7764/tesisuc/ing/1454 · Cited by 3
Larose, F., Palm, S. B., Grenon, V., Hasni, A., & Lessard, Y. (2005) · Swiss Journal of Educational Research · doi:10.24452/sjer.27.3.4715 · Cited by 3
Augmented Reality Application for Improving Writing and Motoric Skills in Children With Disabilities
Kotevski, B., Koceska, N., & Koceski, S. (2024) · International Convention on Information and Communication Technology, Electronics and Microelectronics · doi:10.1109/mipro60963.2024.10569369 · Cited by 2
“There are multiple studies, confirming that gesture-based interfaces offer disabled children a range of benefits, enhancing their interaction with digital devices and facilitating access to educational content, communication tools, and entertainment experiences [11, 12].”
BackgroundChanges in primary school teachers’ perceptions of play
Küçükaydın, M. A. (2024) · Teacher Development · doi:10.1080/13664530.2023.2298216 · Cited by 2
“…planning, communication, numerical abilities, discussion, group decision-making, data processing (Kirriemuir and McFarlane 2004), motivation (Rosas et al. 2003), positive attitudes towards learning (Lou, Abrami, and d’Apollonia 2001), and social skills such as sharing, presenting, and…”
BackgroundSchuurmans, A. A. T., Nijhof, K. S., Popma, A., Scholte, R., & Otten, R. (2021) · Residential Treatment for Children & Youth · doi:10.1080/10253890.2021.1998444 · Cited by 24
“The in-game environment offers the adolescents the opportunity to practice with acquired techniques, thereby promoting long-term learning and automatization into their daily lives (Rosas et al., 2003).”
BackgroundKirginas, S. (2023) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/ijgcms.320228 · Cited by 2
Learning through gaming in times of COVID-19: The pedagogical value of Edugames
Viola, I., Aiello, P., Tore, S. D., & Sibilio, M. (2021) · International Conference on E-Education, E-Business, E-Management, and E-Learning · doi:10.1145/3450148.3450170 · Cited by 2
“An example could be Prime Climb aimed at enhancing numerical factorization [38] or Magalù where players use communication and language skills and also exploit mathematical concepts [39].”
BackgroundUsing Epistemic Game Development to Teach Software Development Skills
Gatzoulis, C., Andreou, A., Zaharias, P., & Chrysanthou, Y. (2020) · International Journal of Games Based Learning · doi:10.4018/ijgbl.2020100101 · Cited by 2
La Historia Moderna en la Enseñanza Secundaria
Carrasco, C. G., Gutiérrez, R., Gómez, P. M., & González, F. (2020) · doi:10.18239/jornadas_2020.27.00 · Cited by 2
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Albarracín, L., & Hernández-Sabaté, A. (2020) · Investigación en Entornos Tecnológicos en Educación Matemática · doi:10.7203/ietem.1.16285 · Cited by 2
Ayinde, O. M. (2017) · doi:10.17576/jpen-2017-42.02-07 · Cited by 2
Zoo Simulator to Increase Children Learning Phase
Rendy, R., Kristanda, M. B., & Hansun, S. (2017) · doi:10.11591/ijere.v6i3.8082 · Cited by 2
Recommending educational video games based on game features and student's Learning Styles
Feldman, J., Monteserin, A., & Amandi, A. (2016) · IEEE Biennial Congress of Argentina · doi:10.1109/argencon.2016.7585274 · Cited by 2
“First, teachers perceive video games as merely entertaining and they usually do not have the knowledge and skills to use computer assisted instruction ([24]).”
BackgroundLennon, A., Abbott, M., & McIntosh, K. (2015) · International Conference on Teaching, Assessment, and Learning for Engineering · doi:10.1109/tale.2015.7386056 · Cited by 2
“Games can provide immediate feedback, information on demand, self-regulated learning, cyclic development of expertise and team collaboration [4, 5], however concerns have been raised about the quality of educative content, learning transfer, learning assessment and the implications of involving teachers in the medium…”
BackgroundWen, D., & Chang, D. J.-W. (2014) · 2014 IEEE 14th International Conference on Advanced Learning Technologies · doi:10.1109/icalt.2014.196 · Cited by 2
“Educational researchers [1-7] have already shed light on the importance of computer game on students’ learning, but there is quite important to explore the process when students are interacting with game-based learning instruments.”
Backgroundde Educación, P. U. C. D. C. F., Illmer, D., Rosas, R., Véliz, S., Ramírez, M. P., Aparicio, A., Benavente, C., & Thibaut, C. (2013) · Pensamiento Educativo Revista de Investigación Educacional Latinoamericana · doi:10.7764/pel.50.2.2013.9 · Cited by 2
Self-citationClassroom multiplayer presential games
Nussbaum, M., Susaeta, H., Jimenez, F., Gajardo, I., Andreu, J. J., Villalta, M., & Nordlinger, J. (2009) · 2009 International Workshop on Technology for Education · doi:10.1109/t4e.2009.5314109 · Cited by 2
Self-citationThe Effect Of Game Genres On Use Of Second/Foreign Language Learning Strategies
Lee, Y.-Y. (2008) · i-manager’s Journal on Educational Psychology · doi:10.26634/jet.5.3.506 · Cited by 2
“Vocabulary words can be learned incidentally because of the repeated exposure to the target language in the game world (deHaan, 2005b; Rosas et al., 2003).”
BackgroundGalarza, P. (2019) · doi:10.7916/d8-e96c-6w68 · Cited by 17
“…industry from the commercial entertainment industry, educational games often are branded “edutainment,” a term which evokes a half-hearted sense of both education and entertainment coming together for a product that achieves neither aspect quite perfectly (Hogle, 1996; Rosas et al., 2003).”
BackgroundInfluentialAlbarracín, L., Chico, J., Simarro, C., & Valdés-Sánchez, L. (2019) · doi:10.18239/ensayos.v34i2.1768 · Cited by 2
“Las investigaciones más relevantes sobre el uso de videojuegos para el aprendizaje de las matemáticas se remontan a Rosas et al. (2003).”
BackgroundGame-Based Approaches, Gamification, and Programming Language Training
Kert, S., & Erkoç, M. (2016) · doi:10.4018/978-1-5225-1034-5.ch007 · Cited by 2
Majumdar, D. (2013) · doi:10.7916/d8794bwm · Cited by 2
“(Rosas et al., 2003).”
Trends and Issues: The Consumption and Sustainability of Digital Media in the Modern Global Economy
Garner, G. (2012) · Educational media and technology yearbook · doi:10.1007/978-1-4614-4430-5_4 · Cited by 4
Computer Technology in Taiwan Kindergartens
Lee, Y.-Y. (2010) · doi:10.4018/978-1-60566-784-3.ch002 · Cited by 2
Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model
Wang, F.-H., Huang, X., & Wang, Z. (2009) · Transactions on Edutainment · doi:10.1007/978-3-642-11245-4_16 · Cited by 2
“It is a useful tool in promoting learning within the classroom because learning through gaming is one of the natural ways for knowledge and skill acquisition [ 9 , 10].”
MethodUsing Computer Games for Youth Development
Yun, R., Jiang, Y., & Li, Y. (2009) · Transactions on Edutainment · doi:10.1007/978-3-642-11245-4_22 · Cited by 2
Virtual reality in the k-12 classroom
Tiala, S. (2005) · doi:10.31274/rtd-180813-15405 · Cited by 2
Lee, M., Lin, T., Chng, E., Chiou, G., Tan, A., Liang, J., Huang, P.-C., Tan, S. C., & Tsai, C. (2026) · Computers & Education · doi:10.1016/j.compedu.2026.105756 · Cited by 1
Aging Collagen: Fostering Students' Motivation and Understanding through Meaningful Gamification
Quan, A., van der Lubbe, L. M., & Matimba, H. E. K. (2025) · Int. J. Serious Games · doi:10.17083/64t74s67 · Cited by 1
“It also resonates with the findings from Rosas, et al. [50], who demonstrated the capacity of visuals to improve attention and concentration.”
Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video Game
Gutiérrez, F. L., Medina-Medina, N., Gallardo, J., Paderewski, P., & Cerezo, E. (2024) · International journal of human computer interactions · doi:10.1080/10447318.2024.2440143 · Cited by 1
“Obtaining or reinforcement of abilities: Playing video games generates or reinforces abilities of planning (Rosas et al., 2003), memorization (McDermott et al., 2014), autonomy, cognitive control and decision making (Anguera et al., 2013), language (Griffiths, 2002), and use of technological tools…”
Chen, Y., Jones, A., Ko, E., Nguyen, S., Tanui, L., Zipter, A., Thomas, A., & Rugh, M. (2023) · Frontiers in Education Conference · doi:10.1109/fie58773.2023.10343075 · Cited by 1
“Teachers’ reports and classroom observations confirm an improvement in learning, motivation, and classroom dynamics [10].”
BackgroundInfluentialUsing connected teaching and learning to deepen children’s interdisciplinary learning
O’Brien, L. M., Paratore, J. R., Salinas, A., & Blodgett, S. (2023) · Journal of Early Childhood Research · doi:10.1177/1476718x221145503 · Cited by 2
“…for learning are lost, especially in light of research demonstrating positive effects of digital texts on motivation (e.g. Higgins et al., 2019; Rosas et al., 2003), mathematics achievement (e.g. Cheung and Slavin, 2013; Clements et al., 2011; Ran et al., 2021), early language and literacy…”
BackgroundUsta, N., & Çagan, B. (2021) · Higher Education Studies · doi:10.5539/hes.v12n1p9 · Cited by 1
Martín-Antón, J., Valdés-González, A., & Rodríguez, D. J. (2021) · Riaices · doi:10.17811/ria.3.2.2021.17-26 · Cited by 1
Sağlam, A., Yüksel, I., & Erbasan, Ö. (2021) · Education Quarterly Reviews · doi:10.31014/aior.1993.04.02.261 · Cited by 1
“The contributions of games towards behavior increasing attention and concentration (Garris, Ahlers, Driskell, 2002), such as increasing motivation (Rosas et al., 2003) and developing positive attitude towards learning (Lou, Abrami & D'Apollonia, 2001) could also be mentioned as well as its benefits…”
BackgroundRoss, L. S. (2021) · Kappa Delta Pi Record · doi:10.1007/978-3-030-29553-0_112-1 · Cited by 1
Can Kahoot Enchance Mathematic Disposition?
Wijayanto, Z., & Kusumaningrum, B. (2020) · Semantik · doi:10.2991/assehr.k.200827.132 · Cited by 1
“Games have been found to be beneficial for academic achievement, motivation, and classroom dynamics [1].”
BackgroundNarrativa periodística en videojuegos. Estudio de caso del serious game ‘The Republia Times’
Martínez, D. A., Navazo-Ostúa, P., & Pérez-Escolar, M. (2020) · Miguel Hernández Communication Journal · doi:10.21134/mhcj.v11i0.338 · Cited by 1
“…de que los serious games constituyen una valiosa herramienta de alfabetización en los procesos de aprendizaje (Kulik, 1994; Rosas et al., 2000; Rosas et al., 2003; Lacasa et al., 2007; Felicia, 2009; Gros, 2009; Padilla Zea, 2011), el objetivo principal de esta investigación se centra en…”
BackgroundSchuurmans, A. A. T., Nijhof, K., Scholte, R., Popma, A., & Otten, R. (2020) · doi:10.2196/preprints.19881 · Cited by 1
Using Curiosity Model to Characterize Edutainment Based on Learner’s Growth Rate
Agarwal, S., Khalid, M. N. A., & Iida, H. (2019) · Proceedings of the Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia · doi:10.4108/eai.18-7-2019.2287827 · Cited by 1
“…arithmetic, science, language, geography, and computer science, have demonstrated positive results as far as player’s inspiration and learning adequacy in connection to curricular targets (e.g. Klawe, 1999[10]; Papastergiou, 2009[11]; Rosas et al., 2003[12]; Virvou, Katsionis, & Manos, 2005[13]).”
BackgroundDesign and Content Description of Educational Videogame Word-y to Learn English as a Second Language
Nourdin, M. N., & Quintana, M. (2015) · International Journal of Knowledge Society Research · doi:10.4018/ijksr.2015040105 · Cited by 1
Defragging Computer/Videogame Implementation and Assessment in the Social Studies
McBride, H. (2014) · doi:10.1080/00377996.2013.850057 · Cited by 1
“Rosas et al. (2003) postulate that using video games as an instructional tool increases student achievement (e.g., reading comprehension), cognitive abilities (e.g., higher-order thinking skills), motivation toward learning (e.g., higher curiosity levels), and attention and concentration (e.g.,…”
BackgroundThe Cost-Effect Analysis of Integration of CSIEC System into English Instruction
Jia, J.-Y. (2018) · doi:10.4018/978-1-5225-5472-1.ch100 · Cited by 1
Taxonomy of Students’ Use of The iPad in Education: A Pilot
Eyal, L. (2015) · doi:10.28945/2220 · Cited by 1
“These technologies also include hand-held video game consoles, the use of which has been reported in the context of learning (Lee, Luchini, Michael, Norris, & Soloway, 2004; Rosas et al., 2003).”
BackgroundTo Explore the Effectiveness of Computer Games to Improve Junior Primary Students in Drawing
Fan, C. W. A. (2014) · International Journal of Information and Education Technology · doi:10.7763/ijiet.2014.v4.433
Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment
Ma, Y., Williams, D. C., & Prejean, L. (2012) · Int. J. Gaming Comput. Mediat. Simulations · doi:10.4018/jgcms.2012010104 · Cited by 1
“Researchers (Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005; DiPietro, Ferdig, Boyer, & Black, 2007; Rosas et al., 2003) cite the notion of play that originates from the works of Vygotsky (1978) and Dewey (1938) to support the use of games in education.”
BackgroundGames in E-learning: How Games Teach and How Teachers Can Use Them
Aubrecht, M. (2012) · doi:10.4018/978-1-61350-441-3.ch009 · Cited by 1
Enhancing early numeracy skills with a tablet-based math game intervention: a study in Tanzania
Lee, H. K., & Choi, A. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09808-y · Cited by 49
A serious 3D game for children with Autism Spectrum Disorder
Lin, A. J., & Cheng, F.-H. (2026) · International Conference on Computer Graphics and Virtuality · doi:10.1117/12.3118237
“Research indicates that integrating games into the classroom can positively impact academic achievement, student motivation, and classroom dynamics [1].”
Autism Social and Behavioral Skills Training Through a 3D Game
Lin, A., & Cheng, F.-H. (2026) · International Conference on Computer Modeling and Simulation · doi:10.1109/iccms69991.2026.11642781
“Research demonstrates that integrating games into classroom settings can improve academic achievement, boost student motivation, and positively influence classroom dynamics [1].”
Chang, I.-C., & Yen, C.-E. (2026) · JMIR Formative Research · doi:10.2196/33138
“Additionally, they enhance students’ learning motivation, aiding them in maintaining concentration and focus on specific activities [8].”
The Impact of Kahoot on English Vocabulary Acquisition: A Study of Moroccan High School Students
Boudinar, A., & Lagmidi, A. (2025) · International Journal of Language and Literary Studies · doi:10.36892/ijlls.v7i5.2305 · Cited by 1
The Impact of Technology Usage on Education: A Quantitative Analysis among University Students
Pourmousa, H., Oktay, E., Özen, Ü., & Alipour, N. (2025) · International Journal of Technology in Education · doi:10.46328/ijte.1246
“Rosas et al. (2003) conducted an experimental study on 1274 students in Chile to examine the effect of educational video games on education and motivation.”
Giuliano, R. M. (2024) · Studies in Psychology Estudios de Psicología · doi:10.1177/02109395241245229
“…in this relationship between psychology and video games, ranging from their immense potential to facilitate learning in an educational setting (Rosas et al., 2003) and the lofty goals of Games User Research ‘to improve player experience in games’ (Nacke, 2018, p. 281) to the more harrowing…”
BackgroundVideo Game Engagement and Academic Performance: A Correlation Analysis Approach
Wahid, N. A. A., & Hassan, N. N. A. (2023) · Randwick International of Social Science Journal · doi:10.47175/rissj.v4i4.776
“The capacity to promote ICT skills while playing video games additionally acts as a further motivational factor for sports preparing and indeed formal instruction (Fery and Ponserre, 2001; Rosas et al., 2003).”
BackgroundImplementing and Testing an Interactive Educational Story Mobile App
Nawahdah, M., & Ehmouda, H. (2022) · International Symposium on Electronics and Telecommunications · doi:10.1109/iset55194.2022.00060
“Moreover, reading more leads to more knowledge, promoting creativity and imagination of students [9].”
BackgroundEstabilidade dinâmica de pessoas com AVE durante o movimento de cabeceio simulado em um jogo digital
Moreira, G. M., Tesser, I. M., Scrok, N. D., Boumer, T. C., & Manffra, E. F. (2021) · Fisioterapia e Pesquisa · doi:10.1590/1809-2950/19027628042021
Xu, J., Lio, A., Dhaliwal, H., Andrei, S.-T., Balakrishnan, S., Nagani, U., & Samadder, S. (2021) · Research Square · doi:10.21203/rs.3.rs-607400/v1
“[23] Rosas R, Nussbaum M, Cumsille P, Marianov V, Correa M, Flores P, et al.”
BackgroundRababah, E., Nusair, M., & Al-Hersh, A. H. (2020) · International Journal of Learning, Teaching and Educational Research · doi:10.26803/ijlter.19.2.14
“Rosas et al. (2003) explored the effects of educational video games on learning basic mathematics and reading comprehension.”
BackgroundImpact of SHOFER Computer Game on Visual-Motor Coordination in Children With Hearing Impairments
Nejad, Z. N. T., Rezaee, R., Derakhshanrad, S., & Hadianfard, A. (2019) · Iranian Rehabilitation Journal · doi:10.32598/irj.17.2.149
“In general, it can be concluded that the type and genre of computer games, targets, and characters defined in the game make considerable differences in their effect [27].”
BackgroundUser Experience Improvement with Learning Media using Dance Pads for Mentally Challenged Children
Sagirani, T., Nugroho, L. E., Santosa, P. I., Kumala, A., & . (2019) · International journal of engineering and technology · doi:10.14419/ijet.v8i1.9.26357
“Several studies explicated that the interesting components triggered by the software lasted shortly (Goodwin et al., 1986; Kerawalla et al, 2005); however, in other cases, they could last relatively longer (Rosas et al., 2003).”
BackgroundElectronic Device Games: An Implication on Academic Performance of Students in CST
Choden, T., & Wangchuk, K. (2018) · 2018 International Conference on Current Trends towards Converging Technologies (ICCTCT) · doi:10.1109/icctct.2018.8550916
“[10]”
Case Study of a Video Game Design & Development Course for Mechanical Engineers
Mahoney, J. M. (2017) · 2017 Mid-Atlantic Section Fall Conference Proceedings · doi:10.18260/1-2--29369
A Fuzzy Control System for Inductive Video Games
Lara-Álvarez, C., Mitre-Hernández, H. A., Flores, J. J., & Fuentes, M. (2017) · arXiv.org · doi:10.48550/arxiv.1709.00927
“[2] show that learning through video games has positive effects for children in the first years of school.”
BackgroundAlnabulsi, M. M. (2017) · doi:10.21608/jsre.2017.8515
“The researcher has first reviewed previous researches and studies such as: Richard (2001), Din (2001), Seonju (2002), Rosas et al. (2003), Al Abbadi (2005), Akinsola (2007), Mubarak (2012).”
MethodResultAbility of Children to Draw Mathematical Numbers through Computer Mouse
Choo, Y. L., Ismail, N., & Pang, Y. (2016) · doi:10.19026/rjaset.13.2883
“For example, there are researchers creating a new device by combining the both direct and indirect input modality in the field of game and technology (ArroyoPalacios and Romano, 2010; Rosas et al., 2003; Chowdhury et al., 2013; Strommen, 1993).”
BackgroundExperience with AOAB methodology in mobile computing module
Al-Azawi, R., & Ayesh, A. (2015) · 2015 International Conference on Open Source Software Computing (OSSCOM) · doi:10.1109/osscom.2015.7372683
“Figure 1 illustrates the suggested game development methodology which we named it as Agent Oriented Agile Based Game Development Methodology (AOAB) to be a hybrid methodology used both adaptive and predictive models.”
MethodUnderstanding learning within a commercial video game: A case studyPreprint
Fowler, A. (2015) · arXiv (Cornell University) · doi:10.48550/arxiv.1507.01046
“and radiological defence training Yes Video games increase knowledge retention. Robertson & Miller (2009) EVG Brain training Yes Video games have a positive effect on mental computational skills. Rosas et al. (2003) EVG Reading and mathematics Yes Video games increase motivation, and there is a transfer of compete…”
BackgroundAnalyzing Immersion in Digital Game-Based E-Book Learning Through Learners' Facial Expressions
Chen, H.-R., Chen, Q.-F., & Lu, Y.-L. (2013) · ICWL Workshops · doi:10.1007/978-3-662-46315-4_15
Digital games in Catalan classrooms: Teacher's point of view (2)
Eguía, J. L., Albajés, L. S., & Contreras-Espinosa, R. S. (2015) · Iberian Conference on Information Systems and Technologies (CISTI) · doi:10.1109/cisti.2015.7170619
“Otros autores mencionan que mediante juegos digitales es posible el desarrollo de habilidades sociales [2], las habilidades cognitivas y motivación hacia el aprendizaje [3], la atención, la concentración, el pensamiento complejo y la planificación estratégica [4].”
BackgroundRodríguez, J. M. P., Campos, M. A., & Delponti, P. (2012) · doi:10.14198/medcom2012.3.01
Using Fairy Pitta as a case study for multimedia ecological learning materials
Weng, T.-S. (2012) · African Journal of Agricultural Research · doi:10.5897/ajar11.1333
“Rosas et al. (2003) indicated that games are important factors to enhance children’s development in cognition and social skills, since children are required to think in order to solve the challenges of the games.”
BackgroundThe new mode of education — Focus on information transmission of computer games
Gao, Y., & Ma, M.-R. (2011) · International Conference on Electrical and Control Engineering · doi:10.1109/iceceng.2011.6056898
An Assessment of Game Based Learning
Pivec, P. (2011) · The SAGE Encyclopedia of Educational Technology · doi:10.4135/9781483346397.n28
Chmiel, K., & Szostek, A. M. (2011) · CHI Extended Abstracts · doi:10.1145/1979742.1979942
“: Designing Reports about Child Development in Online Games Karolina Chmiel Institute for Information Processing Al.”
BackgroundDesigning a Negotiation Mechanism to Engage Students in Learning Mathematics
Ku, O. Y. M., Lin, W., & Chan, T. (2010) · IEEE International Conference on Consumer Electronics · doi:10.58459/icce.2010.167
“Previous research showed that game can also enhance students’ motivation when they carrying out learning tasks [11][12].”
BackgroundInformation Representation in Mainstream Videogames
Newell, T. S. (2010) · doi:10.1108/s0065-2830(2010)0000032006
Effects of Digital Game-Based Extensive Mental Calculation Practice
Ku, O. Y. M., Wu, J. C. Y., Yang, B. C. J., Chan, T., & Wu, D. H. (2010) · 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning · doi:10.1109/digitel.2010.42
“Previous research shown that digital game is a good motivator to motivate students to learn [1][3][5].”
BackgroundStahl, F., & Freudenschuss, M. (2006) · Hawaii International Conference on System Sciences (HICSS) · doi:10.1109/hicss.2006.1
Creating an Interactive Environment for Learning Microplastics VIA a Board Game at the Museum
Adjiningsih, R. S., & Sriwattanarothai, N. (2022) · International Journal of Learning and Teaching · doi:10.18178/ijlt.8.2.93-98
“(2003) [30] showed that using an educational video game could acquire reading comprehension and mathematics skills and enhance motivation.”
BackgroundDeep Learning and the Arc of Inquiry within Social Studies
Constant, T. (2022) · The Great Lakes Social Studies Journal · doi:10.25035/glssj.02.01.03
“In addition, several empirical studies evaluating the impact of game use in varied disciplines report positive outcomes in effectiveness (e.g., Klawe, 1999; Papastergiou, 2009; Rosas et al., 2003; Virvou et al., 2005).”
The Design and Implementation of English Instruction in Four High Schools With CSIEC System
Jia, J.-Y. (2018) · IGI Global eBooks · doi:10.4018/978-1-5225-5472-1.ch025
FOSTERING STUDENTS VOCABULARY MASTERY THROUGH COMPUTER GAMES
Aflah, M. N. (2016) · Jurnal Ilmiah Spectral · doi:10.47255/spectral.v2i2.10
A VISUALIZATION ANALYSIS ON THE RESEARCH FRONTS AND KNOWLEDGE BASE OF EDUCATIONAL GAMES
Wu, J.-H., & Yang, D. (2015) · doi:10.2316/journal.209.2015.3.209-0039
“Test also shows that educational games can signifi-cantly improve pupils’ learning consciousness, enthusiasm, and initiative [14].”
BackgroundThe Transformative Power of Gaming Literacy
Li, Z., Chiu, C.-C., & Coady, M. R. (2014) · SensePublishers eBooks · doi:10.1007/978-94-6209-668-4_8
Promoting Dental Care to Children Using Traditional and Interactive Mng Tedia Followihreat Appeals
Panic, K., Cauberghe, V., & Pelsmacker, P. D. (2012) · Gabler Verlag eBooks · doi:10.1007/978-3-8349-4291-3_25
Fighting Hunger the Rights Way
Covell, K., & MacLean, R. (2011) · IGI Global eBooks · doi:10.4018/978-1-61350-332-4.ch010
Building a Serious Game to Teach Secure Coding in Introductory Programming Courses
Adamo-Villani, N., Oania, M., Whittinghill, D., Brown, J., & Cooper, S. (2012) · Eurographics · doi:10.2312/conf/eg2012/education/033-040
Serious Linguistic Games as Intelligent Tutoring Systems
Howell, S., & Veale, T. (2011) · Advances in game-based learning book series · doi:10.4018/978-1-60960-495-0.ch033
A classrom multiplayer presential game to teach electrostatics.
García-Campo, C. (2010) · doi:10.7764/tesisuc/ing/1396
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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