Computer game design: Opportunities for successful learning
By Judy Robertson, Cathrin Howells. Comput. Educ., 2008
367 citations recorded by the source corpus.
Subfields: Computer Science Applications, Developmental and Educational Psychology, Information Systems
View Paper: https://www.semanticscholar.org/paper/e990ecdf30f56ea93338baa0988840e172a05210
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
- Yasmin B. Kafai
- Maja Wrzesien
- Linda L. Werner
- Ya-Ting Carolyn Yang
- Jill Denner
- Quinn K. Burke
- Mariano Alcañiz Raya
- Roy D. Pea
In Developmental and Educational Psychology
- Yasmin B. Kafai
- Quinn K. Burke
- Maja Wrzesien
- Ya-Ting Carolyn Yang
- Henny van der Meijden
- Nienke Vos
- Eddie Denessen
- Mariano Alcañiz Raya
In Information Systems
Citations in the corpus
- Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010, background): “Besides the learning effectiveness, playing computer games gives learners a ''mental workout " that can develop numerous cognitive skills (Robertson & Howells, 2008).”
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015, background): “…Esper, Foster, & Grisowld, 2013; Fajdo, Hall-man, Harris, & Black, 2009; Holbert & Wilensky, 2014; Howland & Good 2015; Pelletier, Burns, & Buckingham, 2010; Robertson, 2012; Robertson & Howells, 2008; Werner, Campe, & Denner, 2012; Werner & Denner, 2009; Werner, Denner, Campe, & Kawamato, 2012).”
- Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? (2012, background): “Recent studies confirm that computer game programming is motivating (Basawapatna, Koh, & Repenning, 2010; Robertson & Howells, 2008; Seif El-Nasr, Yucel, Zupko, Tapia, & Smith, 2007), but few present findings on what students learn.”
- Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation (2012, background): “Although research on problem solving in DGBL has been conducted (eg, Dickey, 2007; Robertson & Howells, 2008), its effectiveness in fostering problem solving abilities has not received suf fi cient attention from empirical research.”
- Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2011, background): “According to Robertson and Howells (2008) making games have the potential to be powerful learning environments.”