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Proposta de um Modelo de Avaliação de Jogos Educacionais
16 references·1 citing·36 second hop
Proposta de um Modelo de Avaliação de Jogos Educacionais (2010)Proposta de um Modelo de Avaliação de Jog…Digital Game-Based Learning (2020)Digital Game-Based LearningDesigning Effective Instruction (2017)Designing Effective Instructi…Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Sustaining iterative game pla…Motivational Design for Learning and Performance: The ARCS Model Approach (2009)Motivational Design for Learn…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…The Effectiveness of Instructional Games: A Literature Review and Discussion (2005)The Effectiveness of Instruct…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …GameFlow (2005)GameFlowLearner motivation and E-learning design: A multinationally validated process (2004)Learner motivation and E-lear…Designing effective instruction (2004)Designing effective instructi…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Continuing Motivation: An Analysis of a Seldom Considered Educational Outcome (1976)Continuing Motivation: An Ana…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Evaluación del impacto del seminario análisis conductual aplicado usando el modelo de Kirkpatrick (2020)Evaluación del impacto del se…Principles of Instructional Design (1974)The Substitution Augmentation Modification Redefinition (SAMR) Model: a Critical Review and Suggestions for its Use (2016)Using the flipped classroom to enhance EFL learning (2016)A literature review: efficacy of online learning courses for higher education institution using meta-analysis (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)The benefits of playing video games. (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Digital Natives, Digital Immigrants Part 1 (2001)Foundations of Game-Based Learning (2015)A design framework for enhancing engagement in student-centered learning: own it, learn it, and share it (2016)Investigating the impact of Flipped Classroom on students' learning experiences: A Self-Determination Theory approach (2017)Student Engagement: Current State of the Construct, Conceptual Refinement, and Future Research Directions (2021)
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References

  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2005GameFlow2,122 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2017Designing Effective Instruction936 cited
  • 2009Motivational Design for Learning and Performance: The ARCS Model Approach902 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 2004Designing effective instruction743 cited
  • 2005The Effectiveness of Instructional Games: A Literature Review and Discussion581 cited
  • 2004Learner motivation and E-learning design: A multinationally validated process523 cited
  • 2010Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing

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254 cited
  • 1976Continuing Motivation: An Analysis of a Seldom Considered Educational Outcome248 cited
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    • 2020Evaluación del impacto del seminario análisis conductual aplicado usando el modelo de Kirkpatrick2 cited