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Current state of play: Children's learning in the context of digital games.

作者信息

Blumberg Fran C, Flynn Rachel M, Homer Bruce D, Bailey Jakki O, Eng Cassondra M, Green C Shawn, Giannakos Michail, Papadakis Stamatis, Gentile Douglas A

机构信息

Fordham University.

San Francisco State University.

出版信息

J Child Media. 2024;18(2):293-299. doi: 10.1080/17482798.2024.2335725. Epub 2024 Apr 4.

DOI:10.1080/17482798.2024.2335725
PMID:39055047
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11268831/
Abstract
摘要

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本文引用的文献

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A Literature Review on the Effects of Exergames on Executive Function in Youth.关于电子游戏对青少年执行功能影响的文献综述
Technol Mind Behav. 2023 Fall;4(3). doi: 10.1037/tmb0000118. Epub 2023 Sep 25.
2
How variability shapes learning and generalization.变异性如何塑造学习和泛化。
Trends Cogn Sci. 2022 Jun;26(6):462-483. doi: 10.1016/j.tics.2022.03.007.
3
The dark and bright side of video game consumption: Effects of violent and prosocial video games.视频游戏消费的阴暗面和光明面:暴力和亲社会视频游戏的影响。
Curr Opin Psychol. 2022 Aug;46:101326. doi: 10.1016/j.copsyc.2022.101326. Epub 2022 Mar 10.
4
Computer Games in Education.电脑游戏在教育中的应用。
Annu Rev Psychol. 2019 Jan 4;70:531-549. doi: 10.1146/annurev-psych-010418-102744. Epub 2018 Sep 19.
5
Effectiveness of Virtual Reality for Children and Adolescents with Autism Spectrum Disorder: An Evidence-Based Systematic Review.虚拟现实对自闭症谱系障碍儿童和青少年的有效性:基于证据的系统评价。
Sensors (Basel). 2018 Aug 1;18(8):2486. doi: 10.3390/s18082486.
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Putting education in "educational" apps: lessons from the science of learning.将教育融入“教育”类应用程序:从学习科学中汲取的教训。
Psychol Sci Public Interest. 2015 May;16(1):3-34. doi: 10.1177/1529100615569721.
7
When and where do we apply what we learn? A taxonomy for far transfer.我们何时何地应用所学知识?一种远迁移的分类法。
Psychol Bull. 2002 Jul;128(4):612-37. doi: 10.1037/0033-2909.128.4.612.