Children's enjoyment and perception of computer use in the home and the school
By S. Mumtaz. Comput. Educ., 2001
300 citations recorded by the source corpus.
Subfields: Education, Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/9b7f1226bb5653957a1d863a512b063c7ae8d9c5
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Bernard C. Y. Tan
- Hock Hai Teo
- Maria K. Virvou
- George Katsionis
- Kwok Kee Wei
- Marina Papastergiou
- Sonia Livingstone
- Anna Chronaki
In Gender Studies
- Allison Master
- Sapna Cheryan
- Andrew N. Meltzoff
- Bernard C. Y. Tan
- Hock Hai Teo
- Maria K. Virvou
- George Katsionis
- Kwok Kee Wei
In Sociology and Political Science
- Allison Master
- Kwok Kee Wei
- Bernard C. Y. Tan
- Hock Hai Teo
- Maria K. Virvou
- George Katsionis
- Marina Papastergiou
- Sonia Livingstone
Citations in the corpus
- On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE (2008, background): “Mumtaz (2001) points out that this has created an enormous gap between home and school perceptions and use of computers by students.”
- Gender issues in technology use: Perceived social support, computer self-efficacy and value beliefs, and computer use beyond school (2008, background): “…researchers used computer attitude scales, which included components that tap computer competence and value beliefs, such as computer confidence and computer liking (Mumtaz, 2001), perceived control and perceived usefulness (Selwyn, 1998) or relevance and enjoyment (Janssen Reinen & Plomp, 1997.”
- Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2009, background): “Prior research on domestic computer use has shown that games are more popular with boys, who are more frequent, intensive and experienced game players than girls, and more likely to participate in players’ communities for the exchange of game-related resources (Cassell & Jenkins, 1998; Downes, 1999;”
- Conceptualizing and Testing a Social Cognitive Model of the Digital Divide (2011, methodology): “As in Mumtaz (2001) , OLS regression analyses were separately conducted for the overall sample (N = 4603), the sample without home computers (N = 976), and the sample with home computers (N = 3627) for clarity of anal- yses.”
- Learning with Invisible Others: Perceptions of Online Presence and their Relationship to Cognitive and Affective Learning (2005, methodology): “Mumtaz 2001 ). Thus the computer games technology could be used to render educational software more motivating and engaging.”
- Programming experience promotes higher STEM motivation among first-grade girls. (2017, background): “Girls report less confidence than boys about their science and computing abilities in elementary and middle school (Beghetto, 2007; Mumtaz, 2001).”
- Children's Use of the Internet: Reflections on the Emerging Research Agenda (2003, background): “It is well known that parents state education as their main reason for investing in the internet (Mumtaz, 2001; Buckingham, 2002).”