- Cited by 6
-
Cited byCrossref Citations
This Book has been cited by the following publications. This list is generated based on data provided by Crossref.
Chaika, Melissa 1996. Computer game marketing bias. XRDS: Crossroads, The ACM Magazine for Students, Vol. 3, Issue. 2, p. 9.
Blinn-Pike, Lynn 2009. Technology and the Family: An Overview From the 1980s to the Present. Marriage & Family Review, Vol. 45, Issue. 6-8, p. 567.
Toro-Troconis, Maria and Mellstrm, Ulf 2010. Game-based learning in Second Life. Do gender and age make a difference?. Journal of Gaming & Virtual Worlds, Vol. 2, Issue. 1, p. 53.
Erstad, Ola and Sefton-Green, Julian 2012. Identity, Community, and Learning Lives in the Digital Age. p. 87.
1: Philip Tsang, Part Yu, Mingmei Yuen, Allan H.K. and Park, Jae 2012. Using Web 2.0 technologies. Interactive Technology and Smart Education, Vol. 9, Issue. 4, p. 204.
Ma, Josef Kuo-Hsun and Cheng, Simon 2022. Adolescent Well-Being and ICT Use. p. 31.
- Publisher:
- Cambridge University Press
- Online publication date:
- March 2012
- Print publication year:
- 1994
- Online ISBN:
- 9780511664038
- Subjects:
- Psychology, Educational Psychology