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Immersive Digital Games: The Interfaces for Next-Generation E-Learning?
6 references·3 citing·39 second hop
Immersive Digital Games: The Interfaces for Next-Generation E-Learning? (2007)Immersive Digital Games: The Interfaces f…Student engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…First principles of instruction (2002)First principles of instructi…Skills and knowledge structures† (1995)Skills and knowledge structur…Knowledge Spaces and Skill Assignments (1994)Knowledge Spaces and Skill As…Dual coding theory and education (1991)Dual coding theory and educat…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…A two-phase systematic literature review on the use of serious games for sustainable environmental education (2024)A two-phase systematic litera…Individualized Skill Assessment in Digital Learning Games: Basic Definitions and Mathematical Formalism (2010)Individualized Skill Assessme…A framework for evidence based visual style development for serious games (2010)A framework for evidence base…A class of stochastic procedures for the assessment of knowledge (1988)A markovian procedure for assessing the state of a system (1988)Introduction to knowledge spaces: How to build, test, and search them. (1990)On the Link between Cognitive Diagnostic Models and Knowledge Space Theory (2015)On the assessment of learning in competence based knowledge space theory (2017)The Structure of Scientific Revolutions (1963)The Structure of Scientific Revolutions (1963)Multimedia learning: Are we asking the right questions? (1997)Cognitive Theory of Multimedia Learning (2005)Cognitive Theory of Multimedia Learning (2014)Cohesion in English (2014)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)A Revision of Bloom's Taxonomy: An Overview (2002)Conditions of Learning (1965)The Conditions of Learning and Theory of Instruction (1985)Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Cognitive Psychology and Its Implications (1987)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Apprenticeship in Thinking (1990)Apprenticeship in thinking: cognitive development in social context (1990)Flow: the psychology of optimal experience (1990)Research on Interest in Science: Theories, methods, and findings (2011)Revisiting the Conceptualization, Measurement, and Generation of Interest (2011)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)Using thematic analysis in psychology (2006)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Summarizing systematic reviews (2015)Skill set analysis in knowledge structures (2002)
this work references cited by second hop

References

  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1991Dual coding theory and education2,132 cited
  • 2002First principles of instruction2,090 cited
  • 2003Student engagement in high school classrooms from the perspective of flow theory.1,236 cited
  • 1994Knowledge Spaces and Skill Assignments104 cited
  • 1995Skills and knowledge structures†100 cited

Cited by

  • 2024A two-phase systematic literature review on the use of serious games for sustainable environmental education45 cited
  • 2010Individualized Skill Assessment in Digital Learning Games: Basic Definitions and Mathematical Formalism41 cited
  • 2010A framework for evidence based visual style development for serious games37 cited

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