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Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement
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Conceptual Change Takes Time: Game Based Learning Cannot be Only Supplementary Amusement (2010)Conceptual Change Takes Time: Game Based …Emotional and cognitive effects of learning with computer simulations and computer videogames (2022)Emotional and cognitive effec…A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model (2022)A New Measure for Serious Gam…Improving rational number knowledge using the NanoRoboMath digital game (2021)Improving rational number kno…Designing Authentic Assessments: Engaging Business Students in Flow Experience with Digital Technologies (2020)Designing Authentic Assessmen…Factors Influencing the Subjective Learning Effectiveness of Serious Games (2019)Factors Influencing the Subje…Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods (2015)Learning Analytics Architectu…The role of executive control in young children's serious gaming behavior (2014)The role of executive control…Studying the User Experience of a Tablet Based Math Game (2014)Studying the User Experience …Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games (2014)Flow Experience as a Quality …Educational Computer Games for Malaysian Classrooms: Issues and Challenges (2012)Educational Computer Games fo…Experience and Education (1986)Multimedia Learning (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Flow: The Psychology of Optimal Experience (1991)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach (2021)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Experiential Learning : Experience as the Source of Learning and Development (1983)Mapping learning and game mechanics for serious games analysis (2014)Linking serious game narratives with pedagogical theories and pedagogical design strategies (2017)Alternative Ways of Assessing Model Fit (1992)Testing Structural Equation Models. (1994)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Discovering the laws of physics with a serious game in kindergarten (2016)The Role of Metacognition in Learning via Serious Games (2016)Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea (2021)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)Teaching Digital Natives: Partnering for Real Learning (2010)Design and Development of Arabic Online Games – A Conceptual Paper (2015)The Military Learner: The Acceptance of New Training Technology for C-130 Aircrews (2016)Digital Game-Based Learning (2020)Probing the structural relationships between teachers’ beliefs about game-based teaching and their perceptions of technological pedagogical and content knowledge of games (2020)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Principles and Practice of Structural Equation Modeling (2012)Motivational Effects of Gamification Apps in Education: A Systematic Literature Review (2021)Videojuegos y educación: análisis de tendencias en investigación (2021)Pre-service teachers’ views about the use of digital educational games for collaborative learning (2022)Cognitive Load During Problem Solving: Effects on Learning (1988)Flow: the psychology of optimal experience (1990)Cognitive Architecture and Instructional Design (1998)Misconceptions Reconceived: A Constructivist Analysis of Knowledge in Transition (1994)International Handbook of Research on Conceptual Change (2009)Flow and the Foundations of Positive Psychology (2014)Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research (1988)An argument for basic emotions (1992)Costa Resiliente: A Serious Game Co-Designed to Foster Resilience Thinking (2022)Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes (2025)On the Nature of Reactance and its Role in Persuasive Health Communication (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Maximizing Engagement with Cultural Heritage through Video Games (2023)
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  • 2022A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model38 cited
  • 2014The role of executive control in young children's serious gaming behavior35 cited
  • 2014Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games33 cited
  • 2021Improving rational number knowledge using the NanoRoboMath digital game31 cited
  • 2019Factors Influencing the Subjective Learning Effectiveness of Serious Games31 cited
  • 2012Educational Computer Games for Malaysian Classrooms: Issues and Challenges30 cited
  • 2022Emotional and cognitive effects of learning with computer simulations and computer videogames26 cited
  • 2015Learning Analytics Architecture to Scaffold Learning Experience through Technology-based Methods25 cited
  • 2014Studying the User Experience of a Tablet Based Math Game21 cited
  • 2020Designing Authentic Assessments: Engaging Business Students in Flow Experience with Digital Technologies5 cited

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