Handbook of Research on Effective Electronic Gaming in Education
By R. Ferdig. 2009
447 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/65fe4706df01c8477c7fe29f33f1c6c9702efe69
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Azita Iliya Abdul Jabbar
- Patrick Felicia
In Sociology and Political Science
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- James M. Boyle
- Azita Iliya Abdul Jabbar
- Patrick Felicia
Citations in the corpus
- Smartphones usage in the classrooms: Learning aid or interference? (2017, background): “As most current students are digitally literate they are referred to as digital natives, in contrasts with their teachers who are referred to as digital immigrants as most of them learn by adopting the digital world (Wang et al. 2009; Evans 2009).”
- Are Games Effective Learning Tools? A Review of Educational Games (2018, unknown): “Ke (2009) undertook his meta-review in 2009, reviewing 89 studies finding that there was a need for more longitudinal studies, less fragmentation in the literature and more empirically-based studies.”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “It is clear that playing digital games leads to a variety of positive outcomes and impacts but it is also acknowledged that the literature on games is fragmented and lacking coherence (Ke, 2009).”