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Cited by 447

The DOI matches its Crossref record; 98 of the 98 references it cites were found in a registry or an index.

Classification of learning outcomes: evidence from the computer games literature

O'Neil, Harold F., Wainess, Richard, Baker, Eva L.·2005·The Curriculum Journal

Abstract

Following up on an earlier issue of The Curriculum Journal (Vol. 16, No. 1), this article focuses on learning outcomes in the context of video games. Learning outcomes are viewed from two theoretical frameworks: Kirkpatrick's levels of evaluation and the CRESST model of learning. These are used to analyse the outcomes claimed in journal articles that report empirical work, indicating the usefulness of the frameworks, and the necessity to consider the role of affective learning. The article ends with some comments on the relationship of instructional design to effective games and learning outcomes.

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Crossref · 10.1080/09585170500384529

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Metadata

Authors
O'Neil, H. F., Wainess, R., & Baker, E. L.
Venue
The Curriculum Journal
Publisher
Wiley
Published
2005-12
Volume
16
Issue
4
Pages
455-474
ISSN
  • 0958-5176 (ISSN-L)
  • 1469-3704
OpenAlex
W1972905956
Cited by
447
References
98
FWCI
8.57
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Classification of learning outcomes: evidence from the computer games literature. https://app.cochat.ai/papers/10.1080/09585170500384529
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O'Neil, H. F., Wainess, R., & Baker, E. L. (2005). Classification of learning outcomes: evidence from the computer games literature. The Curriculum Journal. https://doi.org/10.1080/09585170500384529

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.