Exploring video games and learning in South Africa: An integrative review

Author:

Bayeck Rebecca Y.

Publisher

Springer Science and Business Media LLC

Subject

Education

Reference106 articles.

1. Adachi, P. J., & Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem-solving skills, and academic grades. Journal of youth and adolescence, 42(7), 1041–1052.

2. Adams, J. (1998). The use of a virtual world to address misconceptions held by students regarding photosynthesis and respiration (Master Thesis). Retrieved from https://researchspace.ukzn.ac.za/xmlui/bitstream/handle/10413/3634/Adams_Jillian_Claire_1998.pdf?sequence=1&isAllowed=y.

3. Adinolfi, M. C., & Ivanovic, M. (2015). Recounting social tourism development in South Africa. African Journal for Physical Health Education, Recreation and Dance, 21, 1–12.

4. Adukaite, A., & Cantoni, L. (2016). Raising awareness and promoting informal learning on world heritage in southern Africa: The case of WHACY, a gamified ICT-enhanced tool. International Journal of Education and Development using Information and Communication Technology, 12(2), 50–67.

5. Adukaite, A., van Zyl, I., & Cantoni, L. (2016). The role of digital technology in tourism education: A case study of South African secondary schools. Journal of Hospitality, Leisure, Sport & Tourism Education, 19, 54–65.

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