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Volumn 11, Issue 6, 2008, Pages 665-671

What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games

Author keywords

[No Author keywords available]

Indexed keywords

ADULT; ARTICLE; ATTITUDE TO COMPUTERS; COMPUTER SYSTEM; CURRICULUM; FEMALE; HUMAN; INTERPERSONAL COMMUNICATION; MALE; RECREATION; TEACHER; TEACHING;

EID: 57649119960     PISSN: 10949313     EISSN: None     Source Type: Journal    
DOI: 10.1089/cpb.2008.0127     Document Type: Article
Times cited : (117)

References (15)
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    • Entertainment Software Association, accessed Dec. 20, 2007
    • Entertainment Software Association. (2007) Top 10 industry facts. www.theesa.com/facts/top_10_facts.php (accessed Dec. 20, 2007).
    • (2007) Top 10 industry facts
  • 4
    • 33751513124 scopus 로고    scopus 로고
    • Digital game-based learning: It's not just the digital natives who are restless
    • Van Eck R. Digital game-based learning: it's not just the digital natives who are restless. EDUCAUSE Review 2006; 41:16-30. http://connect.educause.edu/ Library/EDUCAUSE+Review/DigitalGameBasedLearningI/40614?time=1198741074.
    • (2006) EDUCAUSE Review , vol.41 , pp. 16-30
    • Van Eck, R.1
  • 5
    • 57649120654 scopus 로고    scopus 로고
    • Principles of educational digital game structure for formal education
    • Paper presented at, Santiago, Chile, Oct. 29-31
    • Baek, Young K. (2007) Principles of educational digital game structure for formal education. Paper presented at OECD Expert Meeting on Video Games and Education, Santiago, Chile, Oct. 29-31.
    • (2007) OECD Expert Meeting on Video Games and Education
    • Baek, Y.K.1
  • 7
    • 1242343719 scopus 로고    scopus 로고
    • The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
    • Gentilea DA, Lynchb PJ, et al. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence 2004; 27:5-22.
    • (2004) Journal of Adolescence , vol.27 , pp. 5-22
    • Gentilea, D.A.1    Lynchb, P.J.2
  • 9
    • 40049103025 scopus 로고    scopus 로고
    • Prepared for the JISC e-Learning Programme, accessed Aug. 27, 2007
    • de Freitas S. (2006) Learning in immersive worlds. Prepared for the JISC e-Learning Programme. www.jisc.ac.uk/media/documents/programmes/ elearninginnovation/gamingreport_v3.pdf (accessed Aug. 27, 2007).
    • (2006) Learning in immersive worlds
    • de Freitas, S.1
  • 11
    • 34547693896 scopus 로고    scopus 로고
    • Use of computer and video games in the classroom
    • accessed Dec. 26, 2007
    • Kirriemuir J, McFarlane A. (2003) Use of computer and video games in the classroom. Level Up Conference Proceedings. http://digra.org:8080/Plone/ dl/db/05150.28025.pdf (accessed Dec. 26, 2007).
    • (2003) Level Up Conference Proceedings
    • Kirriemuir, J.1    McFarlane, A.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.