-
1
-
-
0035464222
-
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
-
doi:10.1111/1467-9280.00366
-
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. doi:10.1111/1467-9280.00366
-
(2001)
Psychological Science
, vol.12
, Issue.5
, pp. 353-359
-
-
Anderson, C.A.1
Bushman, B.J.2
-
2
-
-
77955349665
-
Examining tpack among k-12 online distance educators in the united states
-
Retrieved from
-
Archambault, L., & Crippen, K. (2009). Examining TPACK among K-12 online distance educators in the United States. Contemporary Issues in Technology and Teacher Education, 9 (1). Retrieved from http://www.citejournal.org/vol9/iss1/general/article2.cfm
-
(2009)
Contemporary Issues in Technology and Teacher Education
, vol.9
, Issue.1
-
-
Archambault, L.1
Crippen, K.2
-
3
-
-
84898511181
-
Video game revenue climbs 10% in february
-
March 19
-
Ault, S. (March 19, 2009). Video game revenue climbs 10% in February. Video Business. http://www.videobusiness.com/article/CA6645368.html
-
(2009)
Video Business
-
-
Ault, S.1
-
4
-
-
84898356658
-
Implications of educational digital game structure for use in formal education settings
-
In K. McFerrin et al. (Eds.), Chesapeake, VA, AACE
-
Baek, Y., & Choi, S. (2008). Implications of Educational Digital Game Structure for Use in Formal Education Settings. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2008 (pp. 1613-1619). Chesapeake, VA: AACE.
-
(2008)
Proceedings of Society for Information Technology and Teacher Education International Conference 2008
, pp. 1613-1619
-
-
Baek, Y.1
Choi, S.2
-
5
-
-
54449086988
-
China's full-time computer gamers
-
Retrieved from
-
Bailey, C. (2006). China's full-time computer gamers. BBC News. Retrieved from http://news.bbc.co.uk/2/hi/business/5151916.stm
-
(2006)
BBC News
-
-
Bailey, C.1
-
6
-
-
34250023463
-
Our designs and the social agendas they carry
-
Barab, S. A., Dodge, T., Thomas, M., Jackson, C., & Tuzun, H. (2007). Our designs and the social agendas they carry. Journal of the Learning Sciences, 16(2), 263-305.
-
(2007)
Journal of the Learning Sciences
, vol.16
, Issue.2
, pp. 263-305
-
-
Barab, S.A.1
Dodge, T.2
Thomas, M.3
Jackson, C.4
Tuzun, H.5
-
7
-
-
34247191590
-
Relating narrative, inquiry, and inscriptions: A framework for socio-scientific inquiry
-
doi:10.1007/s10956-0069033-3
-
Barab, S. A., Sadler, T., Heiselt, C., Hickey, D., & Zuiker, S. (2007). Relating narrative, inquiry, and inscriptions: A framework for socio-scientific inquiry. Journal of Science Education and Technology, 16(1), 59-82. doi:10.1007/s10956-0069033-3
-
(2007)
Journal of Science Education and Technology
, vol.16
, Issue.1
, pp. 59-82
-
-
Barab, S.A.1
Sadler, T.2
Heiselt, C.3
Hickey, D.4
Zuiker, S.5
-
8
-
-
15944382753
-
Making learning fun: Quest atlantis, a game without guns
-
doi:10.1007/BF02504859
-
Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107. doi:10.1007/BF02504859
-
(2005)
Educational Technology Research and Development
, vol.53
, Issue.1
, pp. 86-107
-
-
Barab, S.A.1
Thomas, M.2
Dodge, T.3
Carteaux, R.4
Tuzun, H.5
-
11
-
-
3042790694
-
A "pac-man" theory of motivation: Tactical implications for classroom instruction
-
Bowman, R. (1982). A "Pac-Man" theory of motivation: Tactical implications for classroom instruction. Educational Technology, 22(9), 14-16.
-
(1982)
Educational Technology
, vol.22
, Issue.9
, pp. 14-16
-
-
Bowman, R.1
-
12
-
-
84874718435
-
How can students be motivated: A misplaced question?
-
doi:10.3200/TCHS.81.2.81-86
-
Bowman, R. (2007). How can students be motivated: A misplaced question? Clearing House (Menasha, Wis.), 81(2), 81-86. doi:10.3200/TCHS.81.2.81-86
-
(2007)
Clearing House (Menasha, Wis.)
, vol.81
, Issue.2
, pp. 81-86
-
-
Bowman, R.1
-
13
-
-
62149105471
-
Gender and negotiation: Some experimental findings
-
doi:10.1111/j.1468-2478.2008.01522.x
-
Boyer, M. A., Urlacher, B., Hudson, N. B., Janik, L., Niv-Solomon, A., Brown, S. W., & Ioannou, A. (2009). Gender and negotiation: Some experimental findings. International Studies Quarterly, 53, 23-47. doi:10.1111/j.1468-2478.2008.01522.x
-
(2009)
International Studies Quarterly
, vol.53
, pp. 23-47
-
-
Boyer, M.A.1
Urlacher, B.2
Hudson, N.B.3
Janik, L.4
Niv-Solomon, A.5
Brown, S.W.6
Ioannou, A.7
-
14
-
-
77952165281
-
-
New York, Avery
-
Brown, S., & Vaughan, C. (2009)., Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul. New York: Avery.
-
(2009)
Play: How it Shapes the Brain, Opens the Imagination, and Invigorates the Soul
-
-
Brown, S.1
Vaughan, C.2
-
15
-
-
0038505948
-
The globaed project: Gender differences in a problem-based learning environment of international negotiations
-
doi:10.1023/A:1024677708501
-
Brown, S. W., Boyer, M. A., Mayall, H. J., Johnson, P. R., & Meng, L. (2003). The GlobaEd project: Gender differences in a problem-based learning environment of international negotiations. Instructional Science, 31(4-5), 255-276. doi:10.1023/A:1024677708501
-
(2003)
Instructional Science
, vol.31
, Issue.4-5
, pp. 255-276
-
-
Brown, S.W.1
Boyer, M.A.2
Mayall, H.J.3
Johnson, P.R.4
Meng, L.5
-
16
-
-
0002040276
-
The technological gender gap: Evidence and recommendations for educators and computer-based instruction designers
-
doi:10.1007/BF02298153
-
Canada, K., & Brusca, F. (1991). The technological gender gap: Evidence and recommendations for educators and computer-based instruction designers. Educational Technology Research and Development, 39(2), 43-51. doi:10.1007/BF02298153
-
(1991)
Educational Technology Research and Development
, vol.39
, Issue.2
, pp. 43-51
-
-
Canada, K.1
Brusca, F.2
-
18
-
-
70349585862
-
-
New York, Routledge
-
Colbert, J. A., Boyd, K. E., Clark, K. A., Guan, S., Harris, J. B., & Kelley, M. A. (2008). Handbook of Technological Pedagogical Content Knowledge (TPCK) for Educators. New York: Routledge.
-
(2008)
Handbook of Technological Pedagogical Content Knowledge (TPCK) for Educators
-
-
Colbert, J.A.1
Boyd, K.E.2
Clark, K.A.3
Guan, S.4
Harris, J.B.5
Kelley, M.A.6
-
20
-
-
85047681720
-
Knowledge structures and the acquisition of complex skill
-
doi:10.1037/00219010.86.5.1022
-
Day, E. A., Arthur, W., & Gettman, D. (2001). Knowledge structures and the acquisition of complex skill. The Journal of Applied Psychology, 85(5), 1022-1033. doi:10.1037/00219010.86.5.1022
-
(2001)
The Journal of Applied Psychology
, vol.85
, Issue.5
, pp. 1022-1033
-
-
Day, E.A.1
Arthur, W.2
Gettman, D.3
-
21
-
-
79955164966
-
Learning in immersive worlds: A review of game based learning
-
Retrieved July 31, 2006, from
-
de Freitas, S. (2006). Learning in Immersive Worlds: A Review of Game Based Learning. JISC. Retrieved July 31, 2006, from http://www.jisc.ac.uk/media/documents/programmes/elearning_innovation/gamingreport_v3.3.pdf
-
(2006)
JISC
-
-
de Freitas, S.1
-
22
-
-
34548686190
-
The life of the chinese gold farmer
-
Retrieved from
-
Dibbell, J. (2007). The life of the Chinese gold farmer. New York Times. Retrieved from http://www.nytimes.com/2007/06/17/magazine/17lootfarmerst.html?pagewanted=print
-
(2007)
New York Times
-
-
Dibbell, J.1
-
23
-
-
70149118851
-
-
Entertainment Software Association, Retrieved January 11, 2007, from
-
Entertainment Software Association. (2006). Essential Facts about the Computer and Video Game Industry. Retrieved January 11, 2007, from http://www.theesa.com/facts/index.php.
-
(2006)
Essential Facts About the Computer and Video Game Industry
-
-
-
24
-
-
58049212160
-
Conceptual change and evolutionary biology: A developmental analysis
-
In Vosiandou, S. (Ed.), New York, Routledge
-
Evans, E. M. (2008). Conceptual change and evolutionary biology: A developmental analysis. In Vosiandou, S. (Ed.), International Handbook of Research on Conceptual Change. New York: Routledge.
-
(2008)
International Handbook of Research on Conceptual Change
-
-
Evans, E.M.1
-
25
-
-
77649194105
-
The school shooting/violent video game link: Causal relationship or moral panic?
-
doi:10.1002/jip.76
-
Ferguson, C. J. (2008). The school shooting/violent video game link: Causal relationship or moral panic? Journal of Investigative Psychology and Offender Profiling, 5, 25-37. doi:10.1002/jip.76
-
(2008)
Journal of Investigative Psychology and Offender Profiling
, vol.5
, pp. 25-37
-
-
Ferguson, C.J.1
-
26
-
-
0028136388
-
Identifying video game addiction in children and adolescents
-
doi:10.1016/03064603(94)90010-8
-
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553. doi:10.1016/03064603(94)90010-8
-
(1994)
Addictive Behaviors
, vol.19
, Issue.5
, pp. 545-553
-
-
Fisher, S.1
-
28
-
-
52749096243
-
Increasing interest in social studies: Social perspective taking and self-efficacy in stimulating simulations
-
doi:10.1016/j.cedpsych.2007.11.002
-
Gehlbach, H., Brown, S.W., Ioannou, A., Boyer, M.A., & Hudson, N., & Niv-Solomon, A. et al. (2008). Increasing interest in social studies: Social perspective taking and self-efficacy in stimulating simulations. Contemporary Educational Psychology, 33, 894-914. doi:10.1016/j.cedpsych.2007.11.002
-
(2008)
Contemporary Educational Psychology
, vol.33
, pp. 894-914
-
-
Gehlbach, H.1
Brown, S.W.2
Ioannou, A.3
Boyer, M.A.4
Hudson, N.5
Niv-Solomon, A.6
-
29
-
-
1242343719
-
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
-
doi:10.1016/j.adolescence.2003.10.002
-
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22. doi:10.1016/j.adolescence.2003.10.002
-
(2004)
Journal of Adolescence
, vol.27
, pp. 5-22
-
-
Gentile, D.A.1
Lynch, P.J.2
Linder, J.R.3
Walsh, D.A.4
-
31
-
-
0038700754
-
Action video game modifies visual selective attention
-
doi:10.1038/nature01647
-
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537. doi:10.1038/nature01647
-
(2003)
Nature
, vol.423
, pp. 534-537
-
-
Green, C.S.1
Bavelier, D.2
-
32
-
-
33947262589
-
Action-videogame experience alters the spatial resolution of vision
-
doi:10.1111/j.1467-9280.2007.01853.x
-
Green, C. S., & Bavelier, D. (2007). Action-videogame experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94. doi:10.1111/j.1467-9280.2007.01853.x
-
(2007)
Psychological Science
, vol.18
, Issue.1
, pp. 88-94
-
-
Green, C.S.1
Bavelier, D.2
-
33
-
-
38149145279
-
Two-dimensional representation of movement through three-dimensional space: The role of video game expertise
-
doi:10.1016/01933973(94)90007-8
-
Greenfield, P. M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Journal of Applied Developmental Psychology, 15, 87-103. doi:10.1016/01933973(94)90007-8
-
(1994)
Journal of Applied Developmental Psychology
, vol.15
, pp. 87-103
-
-
Greenfield, P.M.1
Brannon, C.2
Lohr, D.3
-
34
-
-
0029026184
-
The effect of type a personality on physiological arousal while playing computer games
-
doi:10.1016/03064603(95)00001-S
-
Griffiths, M. D., & Dancaster, I. (1995). The effect of type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543-548. doi:10.1016/03064603(95)00001-S
-
(1995)
Addictive Behaviors
, vol.20
, Issue.4
, pp. 543-548
-
-
Griffiths, M.D.1
Dancaster, I.2
-
35
-
-
85008852664
-
Digital games in education: The design of games-based learning environments
-
Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38.
-
(2007)
Journal of Research on Technology in Education
, vol.40
, Issue.1
, pp. 23-38
-
-
Gros, B.1
-
36
-
-
54449101544
-
World of warcraft hits 7 million subscribers
-
September, Retrieved January 11, 2007 from
-
Harper, E. (2006, September). World of Warcraft hits 7 million subscribers. Joystiq. Retrieved January 11, 2007 from http://www.joystiq.com/2006/09/07/world-of-warcraft-hits-7-million-subscribers/
-
(2006)
Joystiq
-
-
Harper, E.1
-
37
-
-
84898513070
-
The high cost of world of warcraft
-
Retrieved from
-
Jiminez, C. (2007). The high cost of World of Warcraft. BBC News. Retrieved from http://news.bbc.co.uk/2/hi/technology/7007026.stm
-
(2007)
BBC News
-
-
Jiminez, C.1
-
38
-
-
84898502064
-
Globaled: A comparison of leadership in ftf and cmc environments
-
April, San Francisco, CA
-
Johnson, P. R., Brown, S. W., Lima, C. O., Boyer, M. A., & Hudson, N. (2006, April). GlobalEd: A comparison of leadership in FTF and CMC environments. Poster presented at the AERA conference, San Francisco, CA.
-
(2006)
Poster Presented at the AERA Conference
-
-
Johnson, P.R.1
Brown, S.W.2
Lima, C.O.3
Boyer, M.A.4
Hudson, N.5
-
40
-
-
0038570056
-
Electronic play worlds: Gender differences in children's construction of video games
-
In Kafai, Y., & Resnick, M. (Eds.), Mahwah, NJ, Erlbaum
-
Kafai, Y. B. (1996). Electronic play worlds: Gender differences in children's construction of video games. In Kafai, Y., & Resnick, M. (Eds.), Constructivism in Practice: Designing, Thinking, and Learning in a Digital World (pp. 97-123). Mahwah, NJ: Erlbaum.
-
(1996)
Constructivism in Practice: Designing, Thinking, and Learning in a Digital World
, pp. 97-123
-
-
Kafai, Y.B.1
-
41
-
-
0029266722
-
Functional analysis and treatment of eye poking
-
doi:10.1901/jaba.1995.28-27
-
Kennedy, C. H., & Souza, G. (1995). Functional analysis and treatment of eye poking. Journal of Applied Behavior Analysis, 28(1), 27-37. doi:10.1901/jaba.1995.28-27
-
(1995)
Journal of Applied Behavior Analysis
, vol.28
, Issue.1
, pp. 27-37
-
-
Kennedy, C.H.1
Souza, G.2
-
43
-
-
0036783044
-
Adhd outside the laboratory: Boys' executive function performance on tasks in video game play and on a visit to the zoo
-
doi:10.1023/A:1019812829706
-
Lawrence, V., Houghton, S., Tannock, R., Graham, D., Durkin, K., & Whiting, K. (2002). ADHD outside the laboratory: Boys' executive function performance on tasks in video game play and on a visit to the zoo. Journal of Abnormal Child Psychology, 30(5), 447-462. doi:10.1023/A:1019812829706
-
(2002)
Journal of Abnormal Child Psychology
, vol.30
, Issue.5
, pp. 447-462
-
-
Lawrence, V.1
Houghton, S.2
Tannock, R.3
Graham, D.4
Durkin, K.5
Whiting, K.6
-
44
-
-
33644985146
-
Gaming in a 3d multiuser virtual environment: Engaging students in science lessons
-
doi:10.1111/j.1467-8535.2006.00531.x
-
Lim, C., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211-231. doi:10.1111/j.1467-8535.2006.00531.x
-
(2006)
British Journal of Educational Technology
, vol.37
, Issue.2
, pp. 211-231
-
-
Lim, C.1
Nonis, D.2
Hedberg, J.3
-
45
-
-
84970677890
-
The effect of instructional computer games on continuing student motivation
-
doi:10.1177/002246698802100406
-
Malouf, D. B. (1987). The effect of instructional computer games on continuing student motivation. The Journal of Special Education, 21(4), 27-38. doi:10.1177/002246698802100406
-
(1987)
The Journal of Special Education
, vol.21
, Issue.4
, pp. 27-38
-
-
Malouf, D.B.1
-
46
-
-
38249026125
-
Adaptive and part: Whole training in the acquisition of a complex perceptual-motor skill
-
doi:10.1016/00016918(89)90008-5
-
Mane, A. M., Adams, J. A., & Donchin, E. (1989). Adaptive and part: Whole training in the acquisition of a complex perceptual-motor skill. Acta Psychologica, 71, 179-196. doi:10.1016/00016918(89)90008-5
-
(1989)
Acta Psychologica
, vol.71
, pp. 179-196
-
-
Mane, A.M.1
Adams, J.A.2
Donchin, E.3
-
48
-
-
0001442042
-
Self-control and choice in humans: Effects of video game playing as a positive reinforcer
-
doi:10.1016/00239690(84)90030-4
-
Millar, A., & Navarick, D. J. (1984). Self-control and choice in humans: Effects of video game playing as a positive reinforcer. Learning and Motivation, 15, 203-218. doi:10.1016/00239690(84)90030-4
-
(1984)
Learning and Motivation
, vol.15
, pp. 203-218
-
-
Millar, A.1
Navarick, D.J.2
-
49
-
-
0003420333
-
-
National Academy of Science, Washington, DC, National Academy Press
-
National Academy of Science. (1998). Teaching About Evolution and the Nature of Science. Washington, DC: National Academy Press.
-
(1998)
Teaching About Evolution and the Nature of Science
-
-
-
51
-
-
0003608696
-
-
NRC, Washington, DC, National Academy Press
-
NRC. (1996). National science education standards. Washington, DC: National Academy Press.
-
(1996)
National Science Education Standards
-
-
-
53
-
-
84898533694
-
A taxonomy of educational games: Genres and applications
-
in press, In Baek, Y. K. (Ed.), Hershey, PA: Information Science Reference
-
O'Brien, D. A., Lawless, K. A., & Schrader, P. G. (in press). A taxonomy of educational games: Genres and applications. In Baek, Y. K. (Ed.), Gaming and Classroom-Based Learning: Digital Role Playing as a Motivator of Study. Hershey, PA: Information Science Reference.
-
Gaming and Classroom-Based Learning: Digital Role Playing as a Motivator of Study
-
-
O'Brien, D.A.1
Lawless, K.A.2
Schrader, P.G.3
-
54
-
-
58149276843
-
-
Pew Internet and American Life Project, Pew Internet and American Life Project. Retrieved April 29, 2009 from
-
Pew Internet and American Life Project. (2008). Teens, Video Games, and Civics. Pew Internet and American Life Project. Retrieved April 29, 2009 from http://www.pewinternet.org/~/media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf
-
(2008)
Teens, Video Games, and Civics
-
-
-
55
-
-
84898523246
-
Video game revenue jumps 9% in february
-
March 20, Retrieved from
-
Pham, A. (2009, March 20). Video game revenue jumps 9% in February. Los Angeles Times. Retrieved from http://www.latimes.com/business/la-fi-cotown-games20-2009mar20,0,6765213.story
-
(2009)
Los Angeles Times
-
-
Pham, A.1
-
56
-
-
0036438317
-
Why do birds of a feather flock together? Developmental change in the use of multiple explanations: Intention, teleology and essentialism
-
March, doi:10.1348/026151002166343
-
Poling, D., & Evans, E. (2002, March). Why do birds of a feather flock together? Developmental change in the use of multiple explanations: Intention, teleology and essentialism. The British Journal of Developmental Psychology, 20(1), 89. doi:10.1348/026151002166343
-
(2002)
The British Journal of Developmental Psychology
, vol.20
, Issue.1
, pp. 89
-
-
Poling, D.1
Evans, E.2
-
57
-
-
0036914066
-
Measuring problem video game playing in adolescents
-
doi:10.1046/j.1360-0443.2002.00218.x
-
Salguero, R. A., & Moran, R. M. (2002). Measuring problem video game playing in adolescents. Addiction (Abingdon, England), 97, 1601-1606. doi:10.1046/j.1360-0443.2002.00218.x
-
(2002)
Addiction (Abingdon, England)
, vol.97
, pp. 1601-1606
-
-
Salguero, R.A.1
Moran, R.M.2
-
58
-
-
79955610142
-
Learning in technology: Reconceptualizing immersive environments
-
Schrader, P. G. (2008). Learning in technology: Reconceptualizing immersive environments. AACE Journal, 16(4), 457-475.
-
(2008)
AACE Journal
, vol.16
, Issue.4
, pp. 457-475
-
-
Schrader, P.G.1
-
59
-
-
77956654268
-
The acquisition of skill and expertise in massively multiplayer online games
-
Retrieved October 10, 2007 from
-
Schrader, P. G., & McCreery, M. (2007). The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research & Development. Retrieved October 10, 2007 from http://www.springerlink.com/content/n2496u376825u512/
-
(2007)
Educational Technology Research & Development
-
-
Schrader, P.G.1
McCreery, M.2
-
61
-
-
24944554012
-
Inhibition, adhd, and computer games: The inhibitory performance of children with adhd on computerized tasks and games
-
doi:10.1177/1087054705278771
-
Shaw, R., Grayson, A., & Lewis, V. (2006). Inhibition, ADHD, and computer games: The inhibitory performance of children with ADHD on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168. doi:10.1177/1087054705278771
-
(2006)
Journal of Attention Disorders
, vol.8
, Issue.4
, pp. 160-168
-
-
Shaw, R.1
Grayson, A.2
Lewis, V.3
-
62
-
-
0035402241
-
The effects of violent video games on aggression: A meta-analysis
-
Sherry, J. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27(3), 409-431.
-
(2001)
Human Communication Research
, vol.27
, Issue.3
, pp. 409-431
-
-
Sherry, J.1
-
63
-
-
33947607135
-
Video games in education
-
Retrieved January 27, 2006 from
-
Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2(1). Retrieved January 27, 2006 from http://cms.mit.edu/games/education/pubs/IJIS.doc
-
(2003)
International Journal of Intelligent Simulations and Gaming
, vol.2
, Issue.1
-
-
Squire, K.1
-
64
-
-
77955629163
-
Productive gaming: The case for historiographic game play
-
In Ferdig, R. E. (Ed.), Hershey, PA: Information Science Reference
-
Squire, K., & Durga, S. (2008). Productive gaming: The case for historiographic game play. In Ferdig, R. E. (Ed.), Handbook of Research on Effective Electronic Gaming in Education (Vol. I). Hershey, PA: Information Science Reference.
-
(2008)
Handbook of Research on Effective Electronic Gaming in Education
, vol.1
-
-
Squire, K.1
Durga, S.2
-
65
-
-
84996220783
-
From content to context: Video games as designed experiences
-
doi:10.3102/0013189X035008019
-
Squire, K. D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35(8), 19-29. doi:10.3102/0013189X035008019
-
(2006)
Educational Researcher
, vol.35
, Issue.8
, pp. 19-29
-
-
Squire, K.D.1
-
66
-
-
15944392393
-
Learning in massively multiplayer online games
-
In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, and F. Herrera, (ed.), Mahwah, NJ, Erlbaum
-
Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, and F. Herrera, (ed.), Proceedings of the Sixth International Conference of the Learning Sciences, (pp. 521-8). Mahwah, NJ: Erlbaum.
-
(2004)
Proceedings of the Sixth International Conference of the Learning Sciences
, pp. 521-528
-
-
Steinkuehler, C.A.1
-
67
-
-
34248591921
-
The new third place: Massively multiplayer online gaming in american youth culture
-
Steinkuehler, C. A. (2005). The new third place: Massively multiplayer online gaming in American youth culture. Tidskrift Journal of Research in Teacher Education, 3, 17-32.
-
(2005)
Tidskrift Journal of Research in Teacher Education
, vol.3
, pp. 17-32
-
-
Steinkuehler, C.A.1
-
68
-
-
34247241892
-
Why game (culture) studies now?
-
doi:10.1177/1555412005281911
-
Steinkuehler, C. A. (2006). Why game (culture) studies now? Games and Culture, 1(1), 97-102. doi:10.1177/1555412005281911
-
(2006)
Games and Culture
, vol.1
, Issue.1
, pp. 97-102
-
-
Steinkuehler, C.A.1
-
69
-
-
21144440191
-
Effect of video game practice on spatial skills in girls and boys
-
doi:10.1016/01933973(94)90004-3
-
Subrahmanyam, K., & Greenfield, P. M. (1994). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15, 13-32. doi:10.1016/01933973(94)90004-3
-
(1994)
Journal of Applied Developmental Psychology
, vol.15
, pp. 13-32
-
-
Subrahmanyam, K.1
Greenfield, P.M.2
-
70
-
-
58149257698
-
Egitsel bilgisayar oyunlari ve bir örnek: Quest atlantis
-
Tuzun, H. (2006). Egitsel bilgisayar oyunlari ve bir örnek: Quest Atlantis (Educational computer games and a case: Quest Atlantis). Hacettepe Universitesi Egitim Fakültesi Dergisi, 30, 220-229.
-
(2006)
Hacettepe Universitesi Egitim Fakültesi Dergisi
, vol.30
, pp. 220-229
-
-
Tuzun, H.1
-
71
-
-
1242298557
-
Linking obesity and activity level with children's television and video game use
-
doi:10.1ls016/j.adolescence.2003.10.003
-
Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1), 71-85. doi:10.1016/j.adolescence.2003.10.003
-
(2004)
Journal of Adolescence
, vol.27
, Issue.1
, pp. 71-85
-
-
Vandewater, E.A.1
Shim, M.2
Caplovitz, A.G.3
-
72
-
-
32644442308
-
Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study
-
doi:10.1207/S1532785XMEP0801_4
-
Webber, R., Ritterfeld, U., & Mathiak, K. (2006). Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychology, 8, 39-60. doi:10.1207/S1532785XMEP0801_4
-
(2006)
Media Psychology
, vol.8
, pp. 39-60
-
-
Webber, R.1
Ritterfeld, U.2
Mathiak, K.3
-
74
-
-
40849102621
-
Problems with the concept of video game "addiction": Some case study examples
-
doi:10.1007/s11469007-9118-0
-
Wood, R. T. A. (2008). Problems with the concept of video game "addiction": Some case study examples. International Journal of Mental Health and Addiction, 6, 169-178. doi:10.1007/s11469007-9118-0
-
(2008)
International Journal of Mental Health and Addiction
, vol.6
, pp. 169-178
-
-
Wood, R.T.A.1
-
75
-
-
54449102041
-
Mmogs as learning environments: An ecological journey into quest atlantis and the sims online
-
Retrieved March 20, 2006, from
-
Young, M. F., Schrader, P. G., & Zheng, D. P. (2006). MMOGs as learning environments: An ecological journey into Quest Atlantis and the Sims Online. Innovate, 2 (4). Retrieved March 20, 2006, from http://www.innovateonline.info/index.php?view=article&id=66
-
(2006)
Innovate
, vol.2
, Issue.4
-
-
Young, M.F.1
Schrader, P.G.2
Zheng, D.P.3
|