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Computer Games and Instruction.
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Computer Games and Instruction. (2011)Computer Games and Instruction.Exploring the impact of gamification on student engagement and involvement with e-learning systems (2019)Exploring the impact of gamif…Computer Games in Education (2018)Computer Games in EducationMeasuring problem solving skills via stealth assessment in an engaging video game (2016)Measuring problem solving ski…Gamification and Multimedia for Medical Education: A Landscape Review (2016)Gamification and Multimedia f…The promised land of blended learning: Quizzes as a moderator (2015)The promised land of blended …Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students (2015)Engineers at Play: Games as T…The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2014)The power of play: The effect…Learning with serious games: Is fun playing the game a predictor of learning success? (2014)Learning with serious games: …A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game (2014)A multilevel analysis of the …The research and evaluation of serious games: Toward a comprehensive methodology (2013)The research and evaluation o…Gaming science: the “Gamification” of scientific thinking (2013)Gaming science: the “Gamifica…Game-Based Learning (2013)Game-Based LearningReCALL special issue: Digital games for language learning: challenges and opportunities (2012)ReCALL special issue: Digital…Games, Learning, and Assessment (2012)Games, Learning, and Assessme…A meta-analytic review of the role of instructional support in game-based learning (2012)A meta-analytic review of the…Narrative games for learning: Testing the discovery and narrative hypotheses. (2011)Narrative games for learning:…A power primer. (1992)User Acceptance of Information Technology: Toward A Unified View1 (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance (2018)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)The Practice of Social Research (1989)Flow: the psychology of optimal experience (1990)Psychological Safety and Learning Behavior in Work Teams (1999)A Brief History of Serious Games (2016)Role-play simulations for climate change adaptation education and engagement (2016)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. 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(2017)Video game training does not enhance cognitive ability: A comprehensive meta-analytic investigation. (2017)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Diagnostic and Statistical Manual of Mental Disorders. (2000)Diagnostic and Statistical Manual of Mental Disorders (2008)Diagnostic and Statistical Manual of Mental Disorders (2013)The effect of a persuasive social impact game on affective learning and attitude (2014)Are Serious Games a Good Strategy for Pharmacy Education? (2015)Serious games on environmental management (2016)Handbook of educational psychology (1997)Instructional design models for well-structured and III-structured problem-solving learning outcomes (1997)Toward a design theory of problem solving (2000)A scoping review of digital game-based technology on English language learning (2019)An approach to evaluating the user experience of serious games (2019)Artificial intelligence moving serious gaming: Presenting reusable game AI components (2019)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Is working memory training effective? A meta-analytic review. (2012)Reality is broken: why games make us better and how they can change the world (2012)Introduction to Multimedia Learning (2021)Variability of teachers’ technology integration in the classroom: A matter of utility! (2021)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Rules of Play: Game Design Fundamentals (2003)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Adaptive gamification in E‐learning: A literature review and future challenges (2021)Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms (2022)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Approach and avoidance motivation and achievement goals (1999)Task-based Language Learning and Teaching (2003)Digital Gaming and Language Learning: Autonomy and Community (2014)Out-of-school digital gameplay and in-school L2 English vocabulary outcomes (2015)Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors (2020)
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  • 2018Computer Games in Education412 cited
  • 2012A meta-analytic review of the role of instructional support in game-based learning372 cited
  • 2013The research and evaluation of serious games: Toward a comprehensive methodology309 cited
  • 2014Learning with serious games: Is fun playing the game a predictor of learning success?294 cited
  • 2014The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills290 cited
  • 2016Measuring problem solving skills via stealth assessment in an engaging video game272 cited
  • 2013Game-Based Learning271 cited
  • 2014A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game268 cited
  • 2012ReCALL special issue: Digital games for language learning: challenges and opportunities259 cited
  • 2019Exploring the impact of gamification on student engagement and involvement with e-learning systems258 cited
  • 2012Games, Learning, and Assessment242 cited
  • 2016Gamification and Multimedia for Medical Education: A Landscape Review222 cited
  • 2015Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students221 cited
  • 2013Gaming science: the “Gamification” of scientific thinking

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219 cited
  • 2015The promised land of blended learning: Quizzes as a moderator208 cited
  • 2011Narrative games for learning: Testing the discovery and narrative hypotheses.207 cited