1996
DOI: 10.1080/08886504.1996.10782174
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Using Computer-Managed Instructional Software to Increase Motivation and Achievement in Elementary School Children

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Cited by 45 publications
(18 citation statements)
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“…Many studies in the literature have shown that games can increase motivation (e.g., Kebritchi, Hirumi, & Bai, 2010;Papastergiou, 2009;Prensky, 2003;Randel, Morris, Wetzel, & Whitehill, 1992;Rosas et al, 2003;Schwabe & Göth, 2005), engagement (e.g., Barab, Pettyjohn, Gresalfi, Volk, & Solomou, 2012;Parker & Lepper, 1992), and learning (e.g., Terrell & Rendulic, 1996). Games have been proposed to provide a more effective learning by bringing about more fun, appealing, and learner-centered environments (Ebner & Holzinger, 2007;Prensky, 2001).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Many studies in the literature have shown that games can increase motivation (e.g., Kebritchi, Hirumi, & Bai, 2010;Papastergiou, 2009;Prensky, 2003;Randel, Morris, Wetzel, & Whitehill, 1992;Rosas et al, 2003;Schwabe & Göth, 2005), engagement (e.g., Barab, Pettyjohn, Gresalfi, Volk, & Solomou, 2012;Parker & Lepper, 1992), and learning (e.g., Terrell & Rendulic, 1996). Games have been proposed to provide a more effective learning by bringing about more fun, appealing, and learner-centered environments (Ebner & Holzinger, 2007;Prensky, 2001).…”
Section: Literature Reviewmentioning
confidence: 99%
“…For example, [19] stated that using computer games for learning in elementary schools can increase the internal motivations and learning achievements of students. [20] Indicated that through computer games which focus on nutritional education in primary and secondary schools, the learning motivations and learning achievements of the students can be increased, and their competences and knowledge can be promoted.…”
Section: Multimedia As Information Delivery Mediummentioning
confidence: 99%
“…Finally, the authors state that simulations are an appropriate methodology, because today's students are "digital" and therefore completely familiar with these tools. Randel, Morris, Wetzel, and Whitehill (1992), Terrell and Rendulic (1996), Prensky (2003), and Tao, Cheng, and Sun (2009) remark that simulation games cause an increase in user's motivation to learn. Salas, Wildman, and Piccolo (2009) argue that the value of a simulation depends on the acceptance of the tool by the students, on quantified results (to what extent they have learnt in line with the expectations of the teacher), and on the students' behavior a posteriori (to what extent their knowledge increases).…”
Section: Introductionmentioning
confidence: 99%