A case study of computer gaming for math: Engaged learning from gameplay?
By Fengfeng Ke. Comput. Educ., 2008
492 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/4a8ce8214c74131a21d7b43b83672e9bde4fe80a
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In Computer Science Applications
In Developmental and Educational Psychology
- Martin Valcke
- Tammy Schellens
- Annie Magnan
- Jean Écalle
- Azita Iliya Abdul Jabbar
- C. Girard
- Patrick Felicia
- Bram De Wever
Citations in the corpus
- Gameplay Engagement and Learning in Game-Based Learning (2015, methodology): “Ke (2008a, 2013) addresses tutor scaffolding with mixed results.”
- Our Princess Is in Another Castle (2012, background): “Constraints on use of video games for mathematics from Ke (2008b)”
- Serious games as new educational tools: how effective are they? A meta-analysis of recent studies (2013, methodology): “We then performed a second selection excluding all the studies that did not use SGs or VGs (Duque et al. 2008; Ke 2008; Lorant-Royer et al. 2008; Sung et al. 2008; Papastergiou 2009; Robertson & Miller 2009; Baker et al. 2010; Bloomfield et al. 2010; Liu & Chu 2010; Lindström et al. 2011; Brom et…”
- Students' perceptions about the use of video games in the classroom (2010, background): “Additionally, it is believed that video games are able to promote a positive attitude toward learning and school (Durkin & Barber, 2002), mainly because of their intrinsically motivating character (Annetta, Minogue, Holmes, & Cheng, 2009; Fengfeng, 2008; Malone, 1980; Papastergiou, 2009).”