The effects of computer games on primary school students' achievement and motivation in geography learning
By H. Tüzün, Meryem Yilmaz-Soylu, T. Karakus, Yavuz Inal, G. Kizilkaya. Comput. Educ., 2009
619 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Geography, Planning and Development, Speech and Hearing
View Paper: https://www.semanticscholar.org/paper/1c5aa98a926d3db714a2f38de7458e0b954f8a9f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Jodi Asbell-Clarke
- Brianno D. Coller
- Teon Edwards
- Elizabeth Rowe
- David J. Shernoff
- Juho Hamari
- Azita Iliya Abdul Jabbar
- Tassos Anastasios Mikropoulos
In Geography, Planning and Development
In Speech and Hearing
Citations in the corpus
- Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation (2012, positive): “…in terms of higher order thinking skills (Ebner & Holzinger, 2007; Ke, 2008; Kim, Park, & Baek, 2009; Papastergiou, 2009; Tüzün, Yilmaz-Soylu, Karakus, _ Inal, & Kizilkaya, 2009; Van Eck & Dempsey, 2002) and learning motivation (Ke, 2008; Papastergiou, 2009; Tüzün et al., 2009) is necessary.”
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “Role-play X (6) X (4) X (7) X (2) 13 10 Obstacles X (1) X (2 became more motivated (Hess & Gunter, 2013) and wanted to play more (Liao et al., 2011; Tuzun et al., 2009); they felt immersed (Chee & Tan, 2012; Sadler, Romine, Stuart, & Merle-Johnson, 2013) and confident (Jong et al., 2008; Tan et…”
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, background): “…Deater-Deckard et al., 2014; Eseryel et al., 2013; Hou, 2015; Hou & Li, 2014; Huizenga et al., 2009; Hung et al., 2015; Liu et al., 2011; Pellas, 2014; Proske, Roscoe, & McNamara, 2014; Ronimus et al., 2014; Sabourin & Lester, 2014; Tüzün et al., 2009; van der Spek et al., 2013; Wang & Chen, 2010).”
- Serious games as new educational tools: how effective are they? A meta-analysis of recent studies (2013, neutral): “…have at least a ‘pre-test – game – post-test’ design (Ciavarro et al. 2008; Coller & Scott 2009; Kim et al. 2009), studies that do not use quantitative measures (Lim 2008; Watson et al. 2011) or in which no control group is included (Tuzun et al. 2009; Echeverrìa et al. 2011; Miller et al. 2011).”
- Educational virtual environments: A ten-year review of empirical research (1999-2009) (2011, background): “…inside the virtual environment for knowledge construction is exploited in all the studies that exploit MUVEs (Barab et al., 2007; Di Blas & Poggi, 2007; Holmes, 2007; Ketelhut, 2007; Lim et al., 2006; Nelson, 2007; Nelson & Ketelhut, 2008, Sardone & Devlin-Scherer, 2008; Tuzun et al., 2009).”
- A case study of the in-class use of a video game for teaching high school history (2011, background): “Williamson (2009) conducted a survey of over 1600 United Kingdom teachers and found that 35% have already used computer games in their teaching, and 60% would consider using computer games in the future. His survey identified several dominant barriers to using games in the classroom that teachers pe”