Using Video Games in Science Instruction
Pedagogical, Social, and Concept-Related Aspects
Bibliographic Data
| ID | 15401036 |
|---|---|
| Authors | Kamini Jaipal (Brock University, corresponding author), Candace Figg (Brock University) |
| Year | 2009 |
| Volume | 9 |
| Issue | 2 |
| Pages | 117-134 |
| Publication date | 2009-06-06 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Canadian Journal of Science Mathematics and Technology Education (JOURNAL) |
| Journal identifiers | ISSN: 1492-6156 • E-ISSN: 1942-4051 |
| Publisher | Springer Science+Business Media (PUBLISHER • DE) |
| DOI | 10.1080/14926150903047780 |
| OpenAlex | W1996259135 |
| Language | EN |
| Citations received | 4 |
| References cited | 13 |
Intervention (counseling · Mathematics education · Multimedia · Online video · Pedagogy · Science education · Science learning · Video game · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Psychology · Teaching and Learning Programming
Digital game-based learning
Digital game-based learning
Mind as Action
Using Innovative Learning Technologies to Promote Learning and Engagement in an Urban Science Classroom
Constructing Scientific Knowledge in the Classroom
Experience and Education
Video Games and the Future of Learning
How Computer Games Help Children Learn
| Unique citing works | 4 |
|---|---|
| Citations per year | 0,36 |
| Citation span | 2015 - 2024 (10) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |