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Development and Evaluation of Game-Based Learning System Using the Microsoft Kinect Sensor
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Development and Evaluation of Game-Based Learning System Using the Microsoft Kinect Sensor (2015)Development and Evaluation of Game-Based …e‐Learning and the Science of Instruction (2016)e‐Learning and the Science of…Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes. (2014)Digital Game-Based Learning S…Using games and simulations for supporting learning (2006)Using games and simulations f…Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play (2006)Affect and the Computer Game …e‐Learning and the Science of Instruction (2003)e‐Learning and the Science of…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Using the ARCS Motivational Process in Computer‐Based Instruction and Distance Education (1999)Using the ARCS Motivational P…Review of Research on Visualization in Mathematics Education. (1989)Review of Research on Visuali…Structure and Insight: A Theory of Mathematics Education (1985)Structure and Insight: A Theo…Frustration and aggression. (1939)Frustration-aggression hypothesis: Examination and reformulation. (1989)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Computer Game Addiction in Adolescents and Its Relationship to Chronotype and Personality (2014)The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)Towards a framework for online game adoption (2016)Experiential Learning : Experience as the Source of Learning and Development (1983)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Gamification: The effect on student motivation and performance at the post-secondary level (2015)Strategies for stimulating the motivation to learn (1987)The systematic process of motivational design (1987)Instructional Message Design: Principles from the Behavioral and Cognitive Sciences (1993)The effect of motivational scaffolding on procrastinators’ distance learning outcomes (2005)Improving the Motivation and Retention of Online Students Through the Use of ARCS-Based E-Mails (2008)Evaluating the effectiveness of blended learning using the ARCS model (2021)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Conflict, arousal, and curiosity. (1960)Multimedia Learning (2002)ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE (2017)Cognitive Load and Working Memory in Multimedia Learning: Conceptual and Measurement Issues (2019)The development and evaluation of an educational game integrating augmented reality, ARCS model, and types of games for English experiment learning: an analysis of learning (2019)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)Coordinating Visual and Analytic Strategies: A Study of Students' Understanding of the Group D 4 (1996)Integrating Technology into Mathematics Education: Theoretical Perspectives (2009)Evaluating multimedia learning materials in primary education using eye tracking (2018)Elements of a Science of E-Learning (2003)Unique contributions of eye-tracking research to the study of learning with graphics (2009)Evaluating the use of problem-based video podcasts to teach mathematics in higher education (2012)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)Foundations of Game-Based Learning (2015)Using multimedia for e‐learning (2017)Online Learning and Emergency Remote Teaching: Opportunities and Challenges in Emergency Situations (2020)The Past, Present, and Future of the Cognitive Theory of Multimedia Learning (2024)Educational Development and Developmental Research in Mathematics Education (1994)Situated learning theory and the pedagogy of teacher education: Towards an integrative view of teacher behavior and teacher learning (2009)How teacher education can make a difference (2010)
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References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2016e‐Learning and the Science of Instruction1,353 cited
  • 1985Structure and Insight: A Theory of Mathematics Education824 cited
  • 2006Using games and simulations for supporting learning340 cited
  • 2003e‐Learning and the Science of Instruction314 cited
  • 1999Using the ARCS Motivational Process in Computer‐Based Instruction and Distance Education168 cited
  • 2006Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play161 cited
  • 1989Review of Research on Visualization in Mathematics Education.160 cited
  • 2014Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes.156 cited

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