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Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design
11 references·16 citing·27 second hop
Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design (2005)Game, Motivation, and Effective Learning:…Digital Game-Based Learning (2020)Digital Game-Based LearningRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Massachusetts Institute of Technology (1999)The Massachusetts Institute o…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Motivational Design of Instruction (1983)Motivational Design of Instru…Instructional Design Theories and Models (1983)Instructional Design Theories…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Effects of digital game-based…An approach to evaluating the user experience of serious games (2019)An approach to evaluating the…Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Board Games for Health: A Sys…Processes and Models for Serious Game Design and Development (2016)Processes and Models for Seri…How competition and heterogeneous collaboration interact in prevocational game-based mathematics education (2015)How competition and heterogen…A Design Science Approach To Gamify Education: From Games To Platforms (2015)A Design Science Approach To …Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement (2014)Game-based practice versus tr…Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education (2014)Development of Game-Like Simu…The atomic intrinsic integration approach: A structured methodology for the design of games for the conceptual understanding of physics (2012)The atomic intrinsic integrat…Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments (2010)Visual perspectives within ed…Game-based Learning: The Impact of Flow State and Videogame Self-efficacy (2010)Game-based Learning: The Impa…Aligning game activity with educational goals: following a constrained design approach to instructional computer games (2010)Aligning game activity with e…A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States (2010)A Model of Flow and Play in G…Educational games (EG) design framework: Combination of game design, pedagogy and content modeling (2009)Educational games (EG) design…Problem-Based Educational Games: Connections, Prescriptions, and Assessment (2008)Problem-Based Educational Gam…The Design and Use of Simulation Computer Games in Education (2007)The Design and Use of Simulat…Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Development and use of the ARCS model of instructional design (1987)Toward a design theory of problem solving (2000)Web-Based Virtual Learning Environments: A Research Framework and a Preliminary Assessment of Effectiveness in Basic it Skills Training1 (2001)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The Impact of Classroom Evaluation Practices on Students (1988)The Theory and Practice of Online Learning (2008)The language bioprogram hypothesis (1984)The Knowledge-creating Theory Revisited: Knowledge Creation as a Synthesizing Process (2015)Technologies and policies to decarbonize global industry: Review and assessment of mitigation drivers through 2070 (2020)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1999The Massachusetts Institute of Technology3,135 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1983Motivational Design of Instruction1,247 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited

Cited by

  • 2009Educational games (EG) design framework: Combination of game design, pedagogy and content modeling136 cited
  • 2018Board Games for Health: A Systematic Literature Review and Meta-Analysis132 cited
  • 2019An approach to evaluating the user experience of serious games118 cited
  • 2015How competition and heterogeneous collaboration interact in prevocational game-based mathematics education

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92 cited
  • 2023Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement89 cited
  • 2010Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments88 cited
  • 2007The Design and Use of Simulation Computer Games in Education68 cited
  • 2010Aligning game activity with educational goals: following a constrained design approach to instructional computer games63 cited
  • 2014Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement60 cited
  • 2010Game-based Learning: The Impact of Flow State and Videogame Self-efficacy53 cited
  • 2012The atomic intrinsic integration approach: A structured methodology for the design of games for the conceptual understanding of physics52 cited
  • 2014Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education51 cited
  • 2010A Model of Flow and Play in Game-based Learning: The Impact of Game Characteristics, Player Traits, and Player States48 cited
  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2008Problem-Based Educational Games: Connections, Prescriptions, and Assessment46 cited
  • 2015A Design Science Approach To Gamify Education: From Games To Platforms45 cited