Report on the educational use of games
By Angela McFarlane, A. Sparrowhawk, Y. Heald. 2002
515 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/68e7cd4fde9e1dd61e1445071c51d2ea82f70cac
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Marina Papastergiou
- Simon Egenfeldt-Nielsen
- R. Rosas
- John Kirriemuir
- M. Nussbaum
- Patricio Cumsille
- Vladimir Marianov
- Mónica Correa
Citations in the corpus
- Literature Review in Games and Learning (2004, background): “Girls may play the same games as boys, but they may play them differently (McFarlane et al 2002).”
- Overview of research on the educational use of video games (2006, background): “Thorndike’s McFarlane et al. 2002 – –”
- Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2009, background): “Apart from knowledge acquisition, game playing can also favour the development of various skills, such as critical thinking and problem-solving skills (e.g. McFarlane et al., 2002).”
- Beyond Nintendo: design and assessment of educational video games for first and second grade students (2003, methodology): “As McFarlane et al. (2002) state, ‘‘computer games provide a forum in which learning arises as a result of tasks stimulated by the content of the games, knowledge is developed through the content of the game, and skills are developed as a result of playing the game’’ (p. 4).”