A scoping review of video games and learning in secondary classrooms

C Cole, RH Parada, E Mackenzie - Journal of Research on …, 2024 - Taylor & Francis
Video games are an established part of popular culture, and frequently used in educational
settings worldwide. There is now a substantive body of research suggesting positive …

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

J Hamari, DJ Shernoff, E Rowe, B Coller… - Computers in human …, 2016 - Elsevier
In this paper, we investigate the impact of flow (operationalized as heightened challenge
and skill), engagement, and immersion on learning in game-based learning environments …

[HTML][HTML] A narrative review of methods used to examine digital gaming impacts on learning and cognition during middle childhood

RM Flynn, E Kleinknecht, AA Ricker… - International Journal of …, 2021 - Elsevier
Middle childhood remains a privileged albeit understudied developmental period in studies
examining child–computer interactions, particularly as it pertains to digital game play. Middle …

Using mobile technologies for mathematics: effects on student attitudes and achievement

K Fabian, KJ Topping, IG Barron - Educational Technology Research and …, 2018 - Springer
The ubiquity of mobile devices together with its potential to bridge classroom learning to real-
world has added a new angle to contextualising mathematics learning. This study …

Gamification to enhance motivation and engagement in blended eLearning for technical and vocational education and training

J Jayalath, V Esichaikul - Technology, Knowledge and Learning, 2022 - Springer
Delivery of blended-mode eLearning programs is challenging due to a range of factors,
including motivational and engagement issues. This is more challenging in the context of …

Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study

L Deng, S Wu, Y Chen, Z Peng - Journal of Computer Assisted …, 2020 - Wiley Online Library
This study examined the perceptions and experiences of a teacher and students in a
Shanghai public primary school when digital games were used in a second‐grade math …

Digital games as a context for children's cognitive development: Research recommendations and policy considerations

FC Blumberg, K Deater‐Deckard, SL Calvert… - Social Policy …, 2019 - Wiley Online Library
We document the need to examine digital game play and app use as a context for cognitive
development, particularly during middle childhood. We highlight this developmental period …

Does slow and steady win the race?: Clustering patterns of students' behaviors in an interactive online mathematics game

JE Lee, JYC Chan, A Botelho, E Ottmar - Educational technology research …, 2022 - Springer
Online educational games have been widely used to support students' mathematics
learning. However, their effects largely depend on student-related factors, the most …

Autism spectrum disorder and video games: Restricted interests or addiction?

R Coutelle, L Weiner, C Paasche, J Pottelette… - International Journal of …, 2021 - Springer
High rates of video game use in Autism Spectrum Disorder (ASD) have often been reported.
This might suggest more prevalent video gaming addiction in this population, but elevated …

Does “Measure Up!” measure up? Evaluation of an iPad app to teach preschoolers measurement concepts

K Schenke, EJKH Redman, GKWK Chung… - Computers & …, 2020 - Elsevier
Understanding digital supports for early learning is paramount for school readiness and later
mathematics learning. We present results from a randomized control trial evaluating a digital …