How Computer Games Help Children Learn
By David Williamson Shaffer, James Paul Gee. 2006
944 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Education, Information Systems
View Paper: https://www.semanticscholar.org/paper/8087b6e793b9725c6c8d1e73642e1b07caeb558a
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
- Alecia Marie Magnifico
- James C. Lester
- Aroutis Foster
- R. Ferdig
- Jean-Pierre Jessel
- Damien Djaouti
- Julian Alvarez
- Wilfried Admiraal
In Education
- R. Ferdig
- Quinn K. Burke
- Sarah M. Coyne
- Wilfried Admiraal
- Sanne F. Akkerman
- Geert Ten Dam
- Jantina Huizenga
- Aroutis Foster
In Information Systems
- Alecia Marie Magnifico
- R. Ferdig
- Sanne F. Akkerman
- Geert Ten Dam
- Jantina Huizenga
- Wilfried Admiraal
- Aroutis Foster
- Brian M. Winn
Citations in the corpus
- Learning in a mobile age: an investigation of student motivation (2014, neutral): “As evidenced by these self-reports, when children use tablets, they are generally found to be very engaged in the process: they are on-task and totally immersed in it with little or no awareness of the more general world around them (Beck & Wade, 2006; Csikszentmihalyi, 1990; Shaffer, 2006).”
- Game–like learning: An example of situated learning and implications for opportunity to learn (2008, background): “Many good commercial video games are based on a theory of learning I will call “distributed authentic professionalism,” a theory that resolves our paradox quite nicely (see also Shaffer 2004, 2007).”
- Using gamification to support learning English as a second language: a systematic review (2019, methodology): “…in particular have been used for various reasons in educational settings with positive learning outcomes (see Jackson & McNamara, 2013; Millis et al., 2017; Noroozi, McAlister, et al., 2016; Shaffer, 2007), the use of gamification for LESL is relatively a new field of research (see Garland, 2015).”
- Classifying Serious Games: The G/P/S Model (2011, background): “Comprehensive examples of such “purpose-shifting” for Education are detailed and discussed in (Gee, 2003) and (Shaffer, 2006).”
- Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013, background): “This has prompted many researchers to investigate the actual benefits of digital games, in terms of learning and motivation (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012; Gee, 2005; Prensky, 2001; Shaffer, 2006).”
- “Media Time = Family Time” (2014, background): “Studies have also found that media can act as a teaching tool, with engagement in educational games being associated with increased reading and math ability (Shaffer, 2006).”
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015, background): “Hundreds of educational games and simulations have been designed and evaluated to support learning across various domains (Shaffer, 2007; Squire, 2011).”
- A systematic mapping on gamification applied to education (2014, background): “Since the eighties, researchers have been investigating the benefits of game and game-based approaches in education [24][12][30][19].”
- The Design, Play, and Experience Framework (2009, background): “Bloom’s Taxonomy on Teaching and Learning (1956) is useful in thinking about and generating the student learning outcomes in serious game design.”
- Longitudinal Analysis of the Relations Between Opportunities to Learn About Science and the Development of Interests Related to Science (2012, background): “Shaffer (2006) proposes that involvement in a domain in meaningful ways helps a child see “that learning matters and that [the child] can be good Science Education, Vol. 96, No. 5, pp. 763–786 (2012) at learning complex, technical, and specialized things” (p. 7).”
- Model-Eliciting Activities (MEAs) as a Bridge Between Engineering Education Research and Mathematics Education Research (2008, neutral): “[65] Shaffer, D.”
- Handbook of Research on Effective Electronic Gaming in Education (2009, background): “The field of gaming and play-based virtual environments as a new educational technology and research area is rapidly expanding (e.g., Gee, 2003; Nelson, Ketelhut, Clarke, Bowman, & Dede, 2005; Shaffer, 2006).”
- Writing for Whom? Cognition, Motivation, and a Writer's Audience (2010, background): “Learners are frequently highly motivated to write in the context of communities or activities that are interesting to them (Gee, 2003; Gilbert, 2001; Lipstein & Renninger, 2007; Putnam, 2001; Shaffer, 2007).”