2016
DOI: 10.1080/03004279.2016.1140800
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Comparing active game-playing scores and academic performances of elementary school students

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Cited by 4 publications
(3 citation statements)
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“…Gamification increases students' participation in the learning process [23]. Children generally enjoy playing games and such phenomenon may be applied in learning context, prompting the development of a new teaching technique: gamification [24][25][26][27]. There are several applications that can be implemented to innovate interactive learning media one of which is Genially.…”
Section: Introductionmentioning
confidence: 99%
“…Gamification increases students' participation in the learning process [23]. Children generally enjoy playing games and such phenomenon may be applied in learning context, prompting the development of a new teaching technique: gamification [24][25][26][27]. There are several applications that can be implemented to innovate interactive learning media one of which is Genially.…”
Section: Introductionmentioning
confidence: 99%
“…Research reveals no positive correlation between playing video game and students' academic performance (3). School engagement and environments, take for an example, peers in playing game, contribute positively for opting school dropping out (4).…”
Section: Introductionmentioning
confidence: 99%
“…Albeit a number of studies have investigated negative impacts of online game for the school students due varies of reasons, e.g. (1)(2)(3)5,6), in the context of Indonesian primary schools, online game and school dropped out students are rarely discussed widely. Thus, this paper is sought to investigate how do dropped out students reflect their online game addiction contribute to their new lives after dropping out?…”
Section: Introductionmentioning
confidence: 99%