Cited by 29Educational Games and GamificationDigital Games and MediaImpact of Technology on Adolescents

Youth and Video Games: Exploring Effects on Learning and Engagement

Evans, Michael A., Norton, Anderson, Chang, Mido, Deater-Deckard, Kirby, Balci, Osman·2013·Zeitschrift für Psychologie

Abstract

Recent research suggests that video games and social media may influence youths’ lives in ways that deserve attention from psychologists, mathematics educators, and learning scientists. For example, positive effects on engagement, which can increase probability of mathematics proficiency, have been reported in the literature. We examine this issue with emphasis on the effects of video game play on youth learning and engagement; what features, attributes, and mechanisms of video games have been identified as most salient for these factors; and how scholarship in the domain might design more rigorous studies to determine the effects of video game play on learning, achievement, and engagement. We include a description of our work developing educational games for middle school youth struggling to become algebra-ready.

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Crossref · 10.1027/2151-2604/a000135

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65 of 65 references verified0 citation errors · 0 not checkable

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  • The use of attractive narratives and technical resources present in videogames can increase students' motivation to learn and their levels of engagement.

    “The use of attractive narratives and technical resources that are present in videogames can increase the motivation of the student to learn, increasing levels of engagement, which ensures involvement in a game.”
  • Serious game activities are motivationally challenging while simultaneously offering students a fun learning experience.

    “An important aspect to explain the positive effects reported in these studies is the fact that SG activities are motivationally challenging while simultaneously offering the students a fun learning experience.”

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Authors
Evans, M. A., Norton, A., Chang, M., Deater-Deckard, K., & Balci, O.
Affiliations
  • Virginia Tech (US)
  • Florida International University (US)
  • Department of Computer Science, Virginia Tech, Blacksburg, VA, USA
Venue
Zeitschrift für Psychologie
Published
2013-01
Volume
221
Issue
2
Pages
98-106
ISSN
  • 0044-3409 (ISSN-L)
  • 2190-8370
  • 2151-2604
OpenAlex
W2115859140
Cited by
29
References
67
Citations by year
2026: 1 · 2025: 2 · 2024: 2 · 2023: 1 · 2022: 1 · 2021: 2 · 2020: 1 · 2019: 2 · 2016: 4 · 2015: 5 · 2014: 4 · 2013: 4
FWCI
11.71
Type
journal article
Language
en
Open access
closed
Locations
Zeitschrift für Psychologie (publishedVersion)
Funders
National Science Foundation
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
Keywords
video games, youth, mathematics learning, student engagement, game-based learning, algebra readiness, junior high school students, game elements, mathematics achievement

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