2009
DOI: 10.1016/j.compedu.2008.12.020
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Investigating the impact of video games on high school students’ engagement and learning about genetics

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Cited by 511 publications
(298 citation statements)
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“…The integration of web tools in learning activities marked an important turning point. Indeed, several studies proved that motivation is enhanced by the sense of control and the possibility to create knowledge collaboratively that offer web technologies (Annetta, Minogue, Holmes, & Cheng, 2009;Bolliger, Supanakorn, & Boggs, 2010;Rovai, Ponton, Wighting, & Baker, 2007). 3D virtual worlds can be considered an evolution of WWW, they have been successfully employed in educational applications (Chittaro & Ranon, 2007;Dalgarno & Lee, 2010) and some studies reveal that their immersive and interactive capabilities foster student motivation and engagement (Barab, Thomas, Dodge, Carteaux & Tuzum, 2005;Huang, Rauch, & Liaw, 2010;Shen & Eder, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…The integration of web tools in learning activities marked an important turning point. Indeed, several studies proved that motivation is enhanced by the sense of control and the possibility to create knowledge collaboratively that offer web technologies (Annetta, Minogue, Holmes, & Cheng, 2009;Bolliger, Supanakorn, & Boggs, 2010;Rovai, Ponton, Wighting, & Baker, 2007). 3D virtual worlds can be considered an evolution of WWW, they have been successfully employed in educational applications (Chittaro & Ranon, 2007;Dalgarno & Lee, 2010) and some studies reveal that their immersive and interactive capabilities foster student motivation and engagement (Barab, Thomas, Dodge, Carteaux & Tuzum, 2005;Huang, Rauch, & Liaw, 2010;Shen & Eder, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Sin embargo, su integración implica un cambio cualitativo acorde con cada tipo de tecnología (Aldunate & Nussbaum, 2013). La implementación de los videojuegos en las aulas requiere de un análisis riguroso que permita su uso adecuado como herramienta educativa (Bourgonjon, Valcke, Soetaert & Schellens, 2010), tanto videojuegos comerciales, aplicaciones lúdicas creadas por el profesorado (Annetta, Minogue, Holmes & Cheng, 2009) o diseñadas por el alumnado (Denner, Werner & Ortiz, 2012).…”
Section: Revista Complutense De Educaciónunclassified
“…Student engagement, learning, attentiveness, discipline, responsibility, peer collaboration, increased communication by the students with teachers and a meaningful integration of skills can be achieved through the use of video games (Annetta et al, 2009;Rosas et al, 2003), bringing about quicker advancement, enhanced production and increased confidence (Garris et al, 2002). The elements of challenge, reward and success in video games and peer feedback may contribute towards student enthusiasm and motivation to work within the classroom setting to succeed (Robertson and Howells, 2008).…”
Section: Video Games In the Classroommentioning
confidence: 99%