The DOI matches its Crossref record; 11 of the 12 references it cites were found in a registry or an index.
What video games have to teach us about learning and literacy
Abstract
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“Understanding these relationships corresponds to Gee's (2003) semiotic principle which states that an appreciation of multiple sign systems such as images, artifacts, words, and actions is essential for learning through DVGs.”
From Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017) · cites this paper as Gee's (2003)
In the citing paper
“As noted in Gee's (2003) multimodal principle regarding the construction of meaning through various modalities such as images, texts, and interactions, eased comprehension of the meanings through the multimedia principle seems to have played an important role in vocabulary acquisition as investigated in the present study.”
From Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017) · cites this paper as Gee's (2003)
In the citing paper
“This involved the gamer in an active process of critically examining all relevant issues to the immediate situation (Gee, 2003).”
From Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017) · cites this paper as Gee, 2003
In the citing paper
“This is also in keeping with Gee's (2003) explicit information on-demand and just-in-time principle.”
From Readers, Players, and Watchers: EFL Students’ Vocabulary Acquisition through Digital Video Games (2017) · cites this paper as Gee's (2003)
In the citing paper
“Effective learning games foster cognitive engagement and motivation by providing interactivity, adaptive challenges, and ongoing feedback”
From Efficacy of an Adaptive Game-Based Math Learning App to Support Personalized Learning and Improve Early Elementary School Students’ Learning (2023) · cites this paper as Gee, 2003
In the citing paper
“Game environments incorporate multidimensional learning features such as contextual salience, emotional engagement, goal-directed interaction, and problem-solving activities (Gee, 2003; Peterson, 2016; Reinders and Wattana, 2015).”
From Incidental vocabulary learning from digital games: the predictive role of game playing time, foreign language motivation, and anxiety (2026) · cites this paper as Gee, 2003
In the citing paper
“In addition to the resources listed above in Nasir's study of basketball, video games are designed to change and adapt as the player develops, thus offering the player a scaffolded series of experiences catered to her needs.”
From Identity development as a lens to science teacher preparation (2007) · cites this paper as Gee, 2003
In the citing paper
“These findings suggest that learning opportunities offered to preservice teachers may also differ with respect to their abilities to support the development of a professional identity as”
From Identity development as a lens to science teacher preparation (2007) · cites this paper as Gee, 2003
In the citing paper
“Video gaming, as well, has been shown to be rich in these identity resources (Gee, 2003).”
From Identity development as a lens to science teacher preparation (2007) · cites this paper as Gee, 2003
In the citing paper
“Taking on a new identity in cases such as this (in which the existing identity of the person does not align well or actually contradicts the desired practices of the discourse) requires additional support.”
From Identity development as a lens to science teacher preparation (2007) · cites this paper as Gee (2003)
In the citing paper
“Gee (2003) describes three essential components of identity”
From Identity development as a lens to science teacher preparation (2007) · cites this paper as Gee (2003)
In the citing paper
“What gets buried is that Gee emphasizes his own category of “good games”, stocked with a roster of his choosing, based on criteria of his devising.”
From The Game Studies Crisis: What Are the Rules of Play? (2021) · cites this paper as Gee (2003)
In the citing paper
“Situated, game-like or DIY learning through design are just a few ways that global scholars describe online learning (Gee, 2003(Gee, , 2009;;Denner, 2011;Kafai & Peppler, 2011;Hayes & Game;2008).”
From Reclaiming and Learning Indigenous Languages on Social Media with Digital Activists: Insights from Lampung, Mayangna and Miskitu Youth (2020) · cites this paper as Gee, 2003
In the citing paper
“This approach promotes active learning, requiring students to make decisions, test hypotheses, and receive immediate feedback [30].”
From Fostering computational thinking in young students through student generated challenges in tangible mobile augmented reality games (2025) · cites this paper as [30]
Citations
Cites
Situated Learning: Legitimate Peripheral Participation
Lave, J., & Wenger, E. (1991) · Cambridge University Press eBooks · doi:10.1017/cbo9780511815355 · Cited by 35,324
Situated Cognition and the Culture of Learning
Brown, J. S., Collins, A., & Duguid, P. (1989) · Educational Researcher · doi:10.3102/0013189x018001032 · Cited by 13,645 · cited 1×
“People are quite poor at understanding and remembering information they have received out of context or too long before they can make use of it [Barsalou 1999; Brown et al. 1989; Glenberg and Robertson 1999].”
BackgroundA Pedagogy of Multiliteracies: Designing Social Futures
Cazden, C. (2006) · Harvard Educational Review · doi:10.17763/haer.66.1.17370n67v22j160u · Cited by 6,196
Being there: putting brain, body, and world together again
(1997) · Choice Reviews Online · doi:10.5860/choice.34-6204 · Cited by 2,631
Knowing What Students Know: The Science and Design of Educational Assessment
Pellegrino, J. W., Chudowsky, N., & Glaser, R. A. (2013) · Cited by 2,402
Teaching, as Learning, in Practice
Lave, J. (1996) · Mind Culture and Activity · doi:10.1207/s15327884mca0303_2 · Cited by 1,605
Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise
Bereiter, C., & Scardamalia, M. (1993) · Medical Entomology and Zoology · Cited by 1,350
Brown, A. L. (1994) · Educational Researcher · doi:10.3102/0013189x023008004 · Cited by 775
diSessa, A. A. (2000) · The MIT Press eBooks · doi:10.7551/mitpress/1786.001.0001 · Cited by 466
Indexical understanding of instructions
Glenberg, A. M., & Robertson, D. A. (1999) · Discourse Processes · doi:10.1080/01638539909545067 · Cited by 430
Research works printed but not linked: 4
- BRUER , J. T. 1993. Schools for Rhought: A Science of Learning in the Classroom . MIT Press , Cambridge, MA . BRUER, J. T. 1993. Schools for Rhought: A Science of Learning in the Classroom. MIT Press, Cambridge, MA.
- CLARK , A. 2003. Natural-Born Cyborgs: Why Minds and Technologies Are Made to Merge . Oxford University Press , Oxford, UK . CLARK, A. 2003. Natural-Born Cyborgs: Why Minds and Technologies Are Made to Merge. Oxford University Press, Oxford, UK.
- COGNITION AND TECHNOLOGY GROUP AT VANDERBILT. 1997. The Jasper Project: Lessons in Curriculum , Instruction, Assessment, and Professional Development . Erlbaum , Mahwah, NJ . COGNITION AND TECHNOLOGY GROUP AT VANDERBILT. 1997. The Jasper Project: Lessons in Curriculum, Instruction, Assessment, and Professional Development. Erlbaum, Mahwah, NJ.
- WENGER , E. , MCDERMOTT , R. , AND SNYDER , W. M. 2002. Cultivating Cmmunities of Practice . Harvard Business School Press , Cambridge, MA . WENGER, E., MCDERMOTT, R., AND SNYDER, W. M. 2002. Cultivating Cmmunities of Practice. Harvard Business School Press, Cambridge, MA.
Cited by
Sorted by citations
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189
Foundations of Game-Based Learning
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1122533 · Cited by 2,537
What are the learning affordances of 3‐D virtual environments?
Dalgarno, B., & Lee, M. J. W. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01038.x · Cited by 1,840
Interactive Multimodal Learning Environments
Moreno, R., & Mayer, R. E. (2007) · Educational Psychology Review · doi:10.1007/s10648-007-9047-2 · Cited by 2,043
Defining Twenty-First Century Skills
Binkley, M., Erstad, O., Herman, J., Raizen, S., Ripley, M., Miller-Ricci, M., & Rumble, M. (2012) · Assessment and Teaching of 21st Century Skills · doi:10.1007/978-94-007-2324-5_2 · Cited by 1,809
Dunleavy, M., Dede, C., & Mitchell, R. (2008) · Journal of Science Education and Technology · doi:10.1007/s10956-008-9119-1 · Cited by 1,526
From Content to Context: Videogames as Designed Experience
Squire, K. (2006) · Educational Researcher · doi:10.3102/0013189x035008019 · Cited by 1,091
The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883
Learning by Design: Good Video Games as Learning Machines
Gee, J. P. (2005) · E-Learning and Digital Media · doi:10.2304/elea.2005.2.1.5 · Cited by 845
Self-citationCoiro, J., & Dobler, E. (2007) · Reading Research Quarterly · doi:10.1598/rrq.42.2.2 · Cited by 804
Foregrounding the Disciplines in Secondary Literacy Teaching and Learning: A Call for Change
Moje, E. B. (2008) · Journal of Adolescent & Adult Literacy · doi:10.1598/jaal.52.2.1 · Cited by 785
Short- and long-term benefits of cognitive training
Jaeggi, S. M., Buschkuehl, M., Jonides, J., & Shah, P. (2011) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1103228108 · Cited by 769
Critical Discourse Analysis in Education: A Review of the Literature
Rogers, R. L., Malancharuvil-Berkes, E., Mosley, M., Hui, D., & Joseph, G. O. (2005) · Review of Educational Research · doi:10.3102/00346543075003365 · Cited by 654
Embodiment as a unifying perspective for psychology
Glenberg, A. M. (2010) · Wiley Interdisciplinary Reviews Cognitive Science · doi:10.1002/wcs.55 · Cited by 655
The wear out effect of a game-based student response system
Wang, A. I. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.11.004 · Cited by 580
Technology in Language Use, Language Teaching, and Language Learning
Chun, D. M., Kern, R., & SMITH, B. K. (2016) · Modern Language Journal · doi:10.1111/modl.12302 · Cited by 655
Squire, K. D., & Jan, M. (2007) · Journal of Science Education and Technology · doi:10.1007/s10956-006-9037-z · Cited by 610
Huizenga, J. C., Admiraal, W., Akkerman, S. F., & Dam, G. T. M. T. (2009) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2009.00316.x · Cited by 602
Technology and the future of language teaching
Kessler, G. (2018) · Foreign Language Annals · doi:10.1111/flan.12318 · Cited by 529
ONE-TO-ONE TECHNOLOGY-ENHANCED LEARNING: AN OPPORTUNITY FOR GLOBAL RESEARCH COLLABORATION
Chan, T.-W., Roschelle, J., Hsi, S., Kinshuk, Sharples, M., Brown, T. H., Patton, C. M., Cherniavsky, J. C., Pea, R. D., Norris, C., et al. (2006) · Research and Practice in Technology Enhanced Learning · doi:10.1142/s1793206806000032 · Cited by 522
Nardi, B. A. (2010) · University of Michigan Press eBooks · doi:10.3998/toi.8008655.0001.001 · Cited by 522
Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming
THORNE, S. L., BLACK, R. W., & SYKES, J. M. (2009) · The Modern Language Journal · doi:10.1111/j.1540-4781.2009.00974.x · Cited by 516
A Review of the “Digital Turn” in the New Literacy Studies
Mills, K. A. (2010) · Review of Educational Research · doi:10.3102/0034654310364401 · Cited by 569
Semiotic social spaces and affinity spaces: from The Age of Mythology to today's schools
Gee, J. P. (2005) · Cambridge University Press eBooks · doi:10.1017/cbo9780511610554.012 · Cited by 515
Self-citationGameplay Engagement and Learning in Game-Based Learning: A Systematic Review
Abdul Jabbar, A. I., & Felicia, P. (2015) · Review of Educational Research · doi:10.3102/0034654315577210 · Cited by 576
Classification of learning outcomes: evidence from the computer games literature
O’Neil, H. F., Wainess, R., & Baker, E. L. (2005) · The Curriculum Journal · doi:10.1080/09585170500384529 · Cited by 472
A systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · ACM Symposium on Applied Computing · doi:10.1145/2554850.2554956 · Cited by 438
Situated Engineering Learning: Bridging Engineering Education Research and the Learning Sciences
Johri, A., & Olds, B. (2011) · Journal of Engineering Education · doi:10.1002/j.2168-9830.2011.tb00007.x · Cited by 450
Technology and Equity in Schooling: Deconstructing the Digital Divide
Warschauer, M., Knobel, M., & Stone, L. (2004) · Educational Policy · doi:10.1177/0895904804266469 · Cited by 430
The Ecology of Games: Connecting Youth, Games and Learning
Jordan, T. (2009) · Information Communication & Society · doi:10.1080/13691180802552890 · Cited by 429
Identity development as a lens to science teacher preparation
Luehmann, A. L. (2007) · Science Education · doi:10.1002/sce.20209 · Cited by 428
Savannah: mobile gaming and learning?
Facer, K., Joiner, R., Fraser, D. S., Reid, J., Hull, R., & Kirk, D. S. (2004) · Journal of Computer Assisted Learning · doi:10.1111/j.1365-2729.2004.00105.x · Cited by 427
Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011) · Serious Games and Edutainment Applications · doi:10.1007/978-1-4471-2161-9_3 · Cited by 427
New Literacies: A Dual-Level Theory of the Changing Nature of Literacy, Instruction, and Assessment
Leu, D. J., Kinzer, C. K., Coiro, J., Castek, J., & Henry, L. A. (2017) · Journal of Education · doi:10.1177/002205741719700202 · Cited by 410
McVee, M. B., Dunsmore, K., & Gavelek, J. R. (2005) · Review of Educational Research · doi:10.3102/00346543075004531 · Cited by 427
The concept of flow in collaborative game-based learning
Admiraal, W., Huizenga, J. C., Akkerman, S. F., & Dam, G. T. M. T. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2010.12.013 · Cited by 399
Digital Natives As Preservice Teachers
Lei, J. (2009) · Journal of Computing in Teacher Education · doi:10.1080/10402454.2009.10784615 · Cited by 393
Dickey, M. D. (2006) · Educational Technology Research and Development · doi:10.1007/s11423-006-9004-7 · Cited by 410
Yuan, B., Folmer, E., & Harris, F. C. (2010) · Universal Access in the Information Society · doi:10.1007/s10209-010-0189-5 · Cited by 384
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
Kafai, Y. B., & Burke, Q. (2015) · Educational Psychologist · doi:10.1080/00461520.2015.1124022 · Cited by 383
Vos, N., van der Meijden, H., & Denessen, E. J. P. G. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.08.013 · Cited by 413
Multimodal literacy: What does it mean for classroom practice?
Walsh, M. (2010) · The Australian Journal of Language and Literacy · doi:10.1007/bf03651836 · Cited by 378
What Is Video Game Culture? Cultural Studies and Game Studies
Shaw, A. (2010) · Games and Culture · doi:10.1177/1555412009360414 · Cited by 377
Video Games: A Route to Large-Scale STEM Education?
Mayo, M. J. (2009) · Science · doi:10.1126/science.1166900 · Cited by 363
The Technologisation of Childhood? Young Children and Technology in the Home
Plowman, L., McPake, J., & Stephen, C. (2008) · Children & Society · doi:10.1111/j.1099-0860.2008.00180.x · Cited by 359
Gunter, G. A., Kenny, R., & Vick, E. H. (2007) · Educational Technology Research and Development · doi:10.1007/s11423-007-9073-2 · Cited by 357
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Scientific Habits of Mind in Virtual Worlds
Steinkuehler, C., & Duncan, S. (2008) · Journal of Science Education and Technology · doi:10.1007/s10956-008-9120-8 · Cited by 545
Using games and simulations for supporting learning
de Freitas, S. I. (2006) · Learning Media and Technology · doi:10.1080/17439880601021967 · Cited by 345
Overview of research on the educational use of video games
Egenfeldt‐Nielsen, S. (2006) · Nordic Journal of Digital Literacy · doi:10.18261/issn1891-943x-2006-03-03 · Cited by 342
Research agenda: Language learning beyond the classroom
Reinders, H., & Benson, P. (2017) · Language Teaching · doi:10.1017/s0261444817000192 · Cited by 340
Yang, Y. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.01.012 · Cited by 361
Improving participation and learning with gamification
Barata, G., Gama, S. P., Jorge, J. A., & Gonçalves, D. J. V. (2013) · International Conference on Gameful Design, Research, and Applications (Gamification) · doi:10.1145/2583008.2583010 · Cited by 332
Teaching the Virtual Generation.
Proserpio, L., & Gioia, D. A. (2007) · Academy of Management Learning and Education · doi:10.5465/amle.2007.24401703 · Cited by 330
Barab, S. A., Gresalfi, M. S., & Ingram-Goble, A. A. (2010) · Educational Researcher · doi:10.3102/0013189x10386593 · Cited by 374
Engaging Engineering Students with Gamification
Barata, G., Gama, S. P., Jorge, J. A., & Gonçalves, D. J. V. (2013) · International Conference on Games and Virtual Worlds for Serious Applications · doi:10.1109/vs-games.2013.6624228 · Cited by 347
Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play
Barab, S. A., Sadler, T. D., Heiselt, C., Hickey, D. T., & Zuiker, S. J. (2006) · Journal of Science Education and Technology · doi:10.1007/s10956-006-9033-3 · Cited by 332
Dickey, M. D. (2006) · Educational Technology Research and Development · doi:10.1007/s11423-006-8806-y · Cited by 321
Mitgutsch, K., & Alvarado, N. (2012) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/2282338.2282364 · Cited by 343
Web 2.0, Synthetic Immersive Environments, and Mobile Resources for Language Education
Sykes, J. M., Oskoz, A., & Thorne, S. L. (2008) · CALICO Journal · doi:10.1558/cj.v25i3.528-546 · Cited by 318
The Things You Do to Know: An Introduction to the Pedagogy of Multiliteracies
Cope, B., & Kalantzis, M. (2015) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137539724_1 · Cited by 312
Game object model version II: a theoretical framework for educational game development
Amory, A. (2006) · Educational Technology Research and Development · doi:10.1007/s11423-006-9001-x · Cited by 309
Teaching Multimodal and Digital Literacy in L2 Settings: New Literacies, New Basics, New Pedagogies
Lotherington, H., & Jenson, J. (2011) · Annual Review of Applied Linguistics · doi:10.1017/s0267190511000110 · Cited by 309
Salmela‐Aro, K., Upadyaya, K., Hakkarainen, K., Lonka, K., & Alho, K. (2016) · Journal of Youth and Adolescence · doi:10.1007/s10964-016-0494-2 · Cited by 345
Videogames for Emotion Regulation: A Systematic Review
Villani, D., Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., & Riva, G. (2018) · Games for Health Journal · doi:10.1089/g4h.2017.0108 · Cited by 355
Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013) · Journal of Educational Psychology · doi:10.1037/a0032688 · Cited by 338
A case study of the in-class use of a video game for teaching high school history
Watson, W. R., Mong, C. J., & Harris, C. (2010) · Computers & Education · doi:10.1016/j.compedu.2010.09.007 · Cited by 338
Christopoulos, A., & Mystakidis, S. (2023) · Encyclopedia · doi:10.3390/encyclopedia3040089 · Cited by 297
Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
Roméro, M., Usart, M., & Ott, M. (2014) · Games and Culture · doi:10.1177/1555412014548919 · Cited by 295
Learning with serious games: Is fun playing the game a predictor of learning success?
Iten, N., & Petko, D. (2016) · British Journal of Educational Technology · doi:10.1111/bjet.12226 · Cited by 294
Power to the Teachers: An Exploratory Review on Artificial Intelligence in Education
Lameras, P., & Arnab, S. (2021) · Information · doi:10.3390/info13010014 · Cited by 291
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
Barab, S. A., Scott, B. M., Siyahhan, S., Goldstone, R. L., Ingram-Goble, A. A., Zuiker, S. J., & Warren, S. (2009) · Journal of Science Education and Technology · doi:10.1007/s10956-009-9171-5 · Cited by 303
Serious Games for education and training
Gloria, A. D., Bellotti, F., & Berta, R. (2014) · International Journal of Serious Games · doi:10.17083/ijsg.v1i1.11 · Cited by 310
Lameras, P., Arnab, S., Dunwell, I., Stewart, C. D., Clarke, S., & Petridis, P. (2016) · British Journal of Educational Technology · doi:10.1111/bjet.12467 · Cited by 320
Designing Serious Game Interventions for Individuals with Autism
Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2014) · Journal of Autism and Developmental Disorders · doi:10.1007/s10803-014-2333-1 · Cited by 298
The Ideal Self at Play: The Appeal of Video Games That Let You Be All You Can Be
Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012) · Psychological Science · doi:10.1177/0956797611418676 · Cited by 280
Virtual Reality as Pedagogical Tool to Enhance Experiential Learning: A Systematic Literature Review
Asad, M. M., Naz, A., Churi, P. P., & Tahanzadeh, M. M. (2021) · Education Research International · doi:10.1155/2021/7061623 · Cited by 278
Remix: The Art and Craft of Endless Hybridization
Knobel, M., & Lankshear, C. (2008) · Journal of Adolescent & Adult Literacy · doi:10.1598/jaal.52.1.3 · Cited by 275
Tobias, S., Fletcher, J. D., & Wind, A. P. (2013) · Springer eBooks · doi:10.1007/978-1-4614-3185-5_38 · Cited by 295
Effectiveness of using a video game to teach a course in mechanical engineering
Coller, B., & Scott, M. J. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.05.012 · Cited by 268
Integrating augmented reality technology to enhance children’s learning in marine education
Lu, S.-J., & Liu, Y. (2014) · Environmental Education Research · doi:10.1080/13504622.2014.911247 · Cited by 267
Violent Video Games as Exemplary Teachers: A Conceptual Analysis
Gentile, D. A., & Gentile, J. R. (2007) · Journal of Youth and Adolescence · doi:10.1007/s10964-007-9206-2 · Cited by 282
Game On: Exploring the Effectiveness of Game-based Learning
Hartt, M. D., Hosseini, H., & Mostafapour, M. (2020) · Planning Practice and Research · doi:10.1080/02697459.2020.1778859 · Cited by 329
How Does Identity Shape the Experiences of Women of Color Engineering Students?
Tate, E. D., & Linn, M. C. (2005) · Journal of Science Education and Technology · doi:10.1007/s10956-005-0223-1 · Cited by 263
Motivational engagement and video gaming: a mixed methods study
Hoffman, B. H., & Nadelson, L. S. (2009) · Educational Technology Research and Development · doi:10.1007/s11423-009-9134-9 · Cited by 263
Why Bother Theorizing Adolescents' Online Literacies for Classroom Practice and Research?
Alvermann, D. E. (2008) · Journal of Adolescent & Adult Literacy · doi:10.1598/jaal.52.1.2 · Cited by 274
Designing Effective Serious Games: Opportunities and Challenges for Research
Bellotti, F., Berta, R., & Gloria, A. D. (2010) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v5s3.1500 · Cited by 266
Ke, F. (2008) · Educational Technology Research and Development · doi:10.1007/s11423-008-9086-5 · Cited by 262
Digital game‐based learning once removed: Teaching teachers
Becker, K. (2007) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2007.00711.x · Cited by 246
Dickey, M. D. (2010) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01032.x · Cited by 239
Situationally embodied curriculum: Relating formalisms and contexts
Barab, S. A., Zuiker, S. J., Warren, S., Hickey, D., Ingram-Goble, A. A., Kwon, E., Kouper, I., & Herring, S. C. (2007) · Science Education · doi:10.1002/sce.20217 · Cited by 246
Affect and willingness to communicate in digital game-based learning
Reinders, H., & Wattana, S. (2015) · ReCALL · doi:10.1017/s0958344014000226 · Cited by 238
Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students
Bodnar, C. A., Anastasio, D. D., Enszer, J., & Burkey, D. D. (2015) · Journal of Engineering Education · doi:10.1002/jee.20106 · Cited by 236
Moyano, M. D. A., & Noguero, A. M. (2003) · Computers in entertainment · doi:10.1145/950566.950583 · Cited by 235
Adding Instructional Features That Promote Learning in a Game-Like Environment
Mayer, R. E., & Johnson, C. I. (2010) · Journal of Educational Computing Research · doi:10.2190/ec.42.3.a · Cited by 255
Gaming science: the “Gamification” of scientific thinking
Morris, B. J., Croker, S. J., Zimmerman, C., Gill, D., & Romig, C. J. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00607 · Cited by 256
Digital game‐based learning for K–12 mathematics education: A meta‐analysis
Byun, J., & Joung, E. (2018) · School Science and Mathematics · doi:10.1111/ssm.12271 · Cited by 232
Massively multiplayer online role-playing games as arenas for second language learning
Peterson, M. (2010) · Computer Assisted Language Learning · doi:10.1080/09588221.2010.520673 · Cited by 247
Digital Literacy and Digital Literacies: Policy, Pedagogy and Research Considerations for Education
Knobel, M., & Lankshear, C. (2006) · Nordic Journal of Digital Literacy · doi:10.18261/issn1891-943x-2006-01-03 · Cited by 226
Metadata
- Authors
- Gee, J. P.
- Affiliations
- University of Wisconsin–Madison (US)
- Corresponding author
- Gee, James Paul
- ORCID
- Gee, James Paul
- Venue
- Computers in Entertainment
- Published
- 2003-10
- Volume
- 1
- Issue
- 1
- Pages
- 20-20
- ISSN
- 1544-3574 (ISSN-L)
- OpenAlex
- W4292952947
- Cited by
- 5,735
- References
- 12
- Citations by year
- 2026: 332 · 2025: 384 · 2024: 360 · 2023: 385 · 2022: 335 · 2021: 390 · 2020: 366 · 2019: 353 · 2018: 268 · 2017: 258 · 2016: 260 · 2015: 325 · 2014: 226 · 2013: 262 · 2012: 241
- FWCI
- 90.24
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in entertainment (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Education › Literacy, Media, and Education
- Keywords
- video games, game design, learning, literacy, game-based learning, game difficulty, player motivation, video game industry, serious games
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review