The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
“We have never-forgetful flowers in our garden”: girls' responses to electronic games
Journal of Computers in Mathematics and Science Teaching
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Digital Game-Based Learning
Students' perceptions about the use of video games in the classroom
Computers & Education
E-math clinic: project plan to solve K-12 student's math skills deficiency
Proceedings of the First Kuwait Conference on e-Services and e-Systems
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
Virtual cultural heritage consumption: a 3D learning experience
International Journal of Technology Enhanced Learning
Computer-game-based tutoring of mathematics
Computers & Education
Effects of Playing a History-Simulation Game: Romance of Three Kingdoms
International Journal of Gaming and Computer-Mediated Simulations
Acceptance of game-based learning by secondary school teachers
Computers & Education
Strategy Instruction and Maintenance of Basic Multiplication Facts through Digital Game Play
International Journal of Game-Based Learning
International Journal of Gaming and Computer-Mediated Simulations
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: understanding human cognition - Volume Part I
Journal of Computing Sciences in Colleges
Information Sciences: an International Journal
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Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders' cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students' cognitive test performance or metacognitive awareness development. The in-field observation and students' think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.