Overview of research on the educational use of video games
By Simon Egenfeldt-Nielsen. 2006
373 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/2c4daf49c4964c330ab98d2fd82de6340b02e85f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Chin-Chung Tsai
- Wilfried Admiraal
- Sanne F. Akkerman
- Jantina Huizenga
- Geert Ten Dam
- Stamatios Papadakis
- David Checa
- Andrés Bustillo
Citations in the corpus
- A review of immersive virtual reality serious games to enhance learning and training (2019, background): “This lack of comparison or the limited size of testing groups is also mentioned in similar reviews on the analysis of the educational use of video games [44], SGs for learning software project management [24], and spatial games for Cultural Heritage topics [90].”
- Game-Based Learning in Science Education: A Review of Relevant Research (2013, methodology): “For example, The Reconstructors was developed by Miller et al. (2002, 2006) to teach adolescents about neuroscience through a series of adventure episodes.”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “The dominant presence of competition and PBL game elements, even in our SLR, implies a more goal orientated and reward/points accumulation approach consistent with the promotion of a neoliberal learning agenda [56] and arguably shares common attributes with rote learning and memorization [163].”
- Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game (2009, background): “…benefits of mobile game-based learning despite the fact that both the cognitive and motivational effects of game-based learning have been previously studied (see, e.g. Mitchell & Savill-Smith 2004; Hays 2005; Egenfeldt-Nielsen 2006; Fletcher & Tobias 2006; de Freitas 2006; Gros 2007; Habgood 2007).”