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Emociones con videojuegos: incrementando la motivación para el aprendizaje
14 references·0 citing·46 second hop
Emociones con videojuegos: incrementando la motivación para el aprendizaje (2008)Emociones con videojuegos: incrementando …Intentional Learning as a Goal of Instruction (2018)Intentional Learning as a Goa…Las emociones en el aprendizaje online (2014)Las emociones en el aprendiza…Integrating an educational 3D game in Moodle (2007)Integrating an educational 3D…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…La dimensión socioeducativa de los videojuegos (2006)La dimensión socioeducativa d…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…Learning technologies: Affective and social issues in computer-supported collaborative learning (2004)Learning technologies: Affect…Game-Based Learning: How to Delight and Instruct in The 21st Century. (2004)Game-Based Learning: How to D…Affective Interactions: Towards a New Generation of Computer Interfaces (2000)Affective Interactions: Towar…Indexical understanding of instructions (1999)Indexical understanding of in…Videojuegos y educación (1998)Videojuegos y educaciónAffective Computing (1997)Affective ComputingSituated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…The Cognitive Structure of Emotions (1988)Varieties of affect: Emotions and episodes, moods, and sentiments. (1994)A survey of socially interactive robots (2003)A formal model of emotions for an empathic rational dialog agent (2010)Dominant and submissive nonverbal behavior of virtual agents and its effects on evaluation and negotiation outcome in different age groups (2018)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Categorization and Representation of Physics Problems by Experts and Novices* (1981)The role of knowledge in discourse comprehension: A construction-integration model. (1988)Using Language (1996)Grounding language in action (2002)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Foundations of Game-Based Learning (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Surveying instructor and learner attitudes toward e-learning (2006)Motivation in online learning: Testing a model of self-determination theory (2010)Handbook of Self-Regulation of Learning and Performance (2017)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)The Problem of the Essential Indexical (1979)Situations and Attitudes (1981)A Systems Approach to Educational Testing (1989)Mentored Learning to Teach According to Standards-Based Reform: A Critical Review (2002)Models of Innovative Knowledge Communities and Three Metaphors of Learning (2004)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Eliciting Self‐Explanations Improves Understanding (1994)Problem-Based Learning: What and How Do Students Learn? (2004)Machines and Mindlessness: Social Responses to Computers (2000)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)Artificial Intelligence in Service (2018)Educating the Next Wave of Entrepreneurs: Unlocking Entrepreneurial Capabilities to Meet the Global Challenges of the 21st Century (2009)The malleability of spatial skills: A meta-analysis of training studies. (2012)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)
this work references cited by second hop

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1997Affective Computing7,373 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 1989Situated Cognition and the Culture of Learning1,943 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 2018Intentional Learning as a Goal of Instruction631 cited
  • 1999Indexical understanding of instructions433 cited
  • 2004Learning technologies: Affective and social issues in computer-supported collaborative learning309 cited
  • 2004Game-Based Learning: How to Delight and Instruct in The 21st Century.108 cited
  • 2000Affective Interactions: Towards a New Generation of Computer Interfaces90 cited
  • 2014Las emociones en el aprendizaje online66 cited
  • 2006La dimensión socioeducativa de los videojuegos37 cited
  • 1998Videojuegos y educación35 cited
  • 2007Integrating an educational 3D game in Moodle29 cited

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