The educational benefits of videogames
By Griffiths. 2002
351 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/bcfb55540b8a2aababb852291fac13f5fb6ac8a2
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Citations in the corpus
- Social networking, knowledge sharing, and student learning: The case of university students (2016, background): “When videogames are designed in a way to address certain skills or to demonstrate problem solving in a particular field of study, they can be very beneficial tools for teaching (Griffiths, 2002).”
- Learning in immersive worlds: A review of game-based learning (2006, background): “While the main preconceptions of games, reflected in the research, have centred upon: violence of representations (Griffiths, 2002), the solitary nature of game play (Chumbley and Griffiths, 2006), the addictive qualities of games and the lack of educational value of games (O’Neil et al. 2005), a…”