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Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness
16 references·16 citing·41 second hopsampled
Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness (2008)Games and Motivation to Learn Science: Pe…Digital Game-Based Learning (2020)Digital Game-Based LearningTheoretical Foundations of Learning Environments (2014)Theoretical Foundations of Le…Handbook of Research on Educational Communications and Technology (2013)Handbook of Research on Educa…Handbook of Educational Psychology (2013)Handbook of Educational Psych…Development of Achievement Motivation (2007)Development of Achievement Mo…Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation (2006)Intrinsic Versus Extrinsic Go…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Handbook of Self-Determination Research (2004)Handbook of Self-Determinatio…Does High Self-Esteem Cause Better Performance, Interpersonal Success, Happiness, or Healthier Lifestyles? (2003)Does High Self-Esteem Cause B…Scientific Discovery Learning with Computer Simulations of Conceptual Domains (1998)Scientific Discovery Learning…International Handbook of Science Education (1998)International Handbook of Sci…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Constructing Scientific Knowledge in the Classroom (1994)Constructing Scientific Knowl…Instructional Design Theories and Models (1983)Instructional Design Theories…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…The role of media in influencing students’ STEM career interest (2023)The role of media in influenc…A game-based education approach for sustainable ocean development (2020)A game-based education approa…“Taphonomy: Dead and fossilized”: A new board game designed to teach college undergraduate students about the process of fossilization (2019)“Taphonomy: Dead and fossiliz…The Effects of Badges and Avatar Identification on Play and Making in Educational Games (2018)The Effects of Badges and Ava…Exploiting adventure video games for second language vocabulary recall: a mixed-methods study (2017)Exploiting adventure video ga…Development of a game-design workshop to promote young girls' interest towards computing through identity exploration (2017)Development of a game-design …Learning efficacy and user acceptance of a game-based social skills learning environment (2016)Learning efficacy and user ac…Mock conference as a situated learning activity in interpreter training: a case study of its design and effect as perceived by trainee interpreters (2015)Mock conference as a situated…Strategies for Effective Digital Games Development and Implementation (2013)Strategies for Effective Digi…Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students (2012)Teaching the Biological Conse…Science games and the development of scientific possible selves (2012)Science games and the develop…Game-Based Learning (2012)Game-Based LearningTeaching Strategies Based on Multiple Intelligences Theory among Science and Mathematics Secondary School Teachers (2010)Teaching Strategies Based on …CSI Web Adventures: A Forensics Virtual Apprenticeship for Teaching Science and Inspiring STEM Careers (2010)CSI Web Adventures: A Forensi…Students’ conceptions about browser-game-based learning in mathematics education: TTNetvitamin case (2009)Students’ conceptions about b…Online Games for 21st Century Skills (2007)Online Games for 21st Century…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. 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(2006)Society and the Adolescent Self-Image (1965)Stress, appraisal, and coping (1985)Is There Social Capital in a Social Network Site?: Facebook Use and College Students' Life Satisfaction, Trust, and Participation (2009)Mechanisms Linking Social Ties and Support to Physical and Mental Health (2011)Does low self-esteem predict depression and anxiety? A meta-analysis of longitudinal studies. (2012)Diagnostic and Statistical Manual of Mental Disorders (2013)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)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Les passions de l'âme: On obsessive and harmonious passion. (2003)Pursuing Happiness: The Architecture of Sustainable Change (2005)Self‐determination theory and work motivation (2005)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 2004Handbook of Self-Determination Research4,542 cited
  • 2003Does High Self-Esteem Cause Better Performance, Interpersonal Success, Happiness, or Healthier Lifestyles?3,891 cited
  • 2013Handbook of Educational Psychology3,212 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2013Handbook of Research on Educational Communications and Technology2,732 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1983Instructional Design Theories and Models2,192 cited
  • 1994Constructing Scientific Knowledge in the Classroom1,916 cited
  • 2007Development of Achievement Motivation1,866 cited
  • 2006Intrinsic Versus Extrinsic Goal Contents in Self-Determination Theory: Another Look at the Quality of Academic Motivation1,791 cited
  • 1998Scientific Discovery Learning with Computer Simulations of Conceptual Domains1,592 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 1998International Handbook of Science Education

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1,481 cited
  • 2014Theoretical Foundations of Learning Environments1,364 cited
  • Cited by

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    • 2017Exploiting adventure video games for second language vocabulary recall: a mixed-methods study51 cited
    • 2012Science games and the development of scientific possible selves50 cited
    • 2013Strategies for Effective Digital Games Development and Implementation50 cited
    • 2018The Effects of Badges and Avatar Identification on Play and Making in Educational Games49 cited
    • 2010Teaching Strategies Based on Multiple Intelligences Theory among Science and Mathematics Secondary School Teachers45 cited
    • 2012Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students44 cited
    • 2023The role of media in influencing students’ STEM career interest42 cited
    • 2020A game-based education approach for sustainable ocean development36 cited
    • 2009Students’ conceptions about browser-game-based learning in mathematics education: TTNetvitamin case35 cited
    • 2016Learning efficacy and user acceptance of a game-based social skills learning environment27 cited
    • 2019“Taphonomy: Dead and fossilized”: A new board game designed to teach college undergraduate students about the process of fossilization27 cited
    • 2015Mock conference as a situated learning activity in interpreter training: a case study of its design and effect as perceived by trainee interpreters23 cited
    • 2010CSI Web Adventures: A Forensics Virtual Apprenticeship for Teaching Science and Inspiring STEM Careers6 cited