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Games for engaged learning of middle school children with special learning needs
16 references·12 citing·41 second hop
Games for engaged learning of middle school children with special learning needs (2012)Games for engaged learning of middle scho…Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Designing games with a purpose (2008)Designing games with a purposeComputer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation (2008)Computer games application wi…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…Flow in games (and everything else) (2007)Flow in games (and everything…Games and Information: An Introduction to Game Theory (2006)Games and Information: An Int…Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2006)Game design and learning: a c…GameFlow (2005)GameFlowDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model (2022)A New Measure for Serious Gam…Evaluation of a digital game-based reading training for German children with reading disorder (2020)Evaluation of a digital game-…Effects of games on students’ emotions of learning science and achievement in chemistry (2020)Effects of games on students’…Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study (2020)Development and Evaluation of…Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children (2020)Designing Narrative-Focused R…The effect of pedagogical GAME model on students' PISA scientific competencies (2019)The effect of pedagogical GAM…Computer-Based Scaffolding Targeting Individual Versus Groups in Problem-Centered Instruction for STEM Education: Meta-analysis (2019)Computer-Based Scaffolding Ta…A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)A Systematic Review of the De…Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains (2018)Comparing Serious Games and E…How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors? (2017)How Does Serious M‐Game Techn…Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance (2016)Effects of game-based learnin…Effects of mathematics computer games on special education students' multiplicative reasoning ability (2015)Effects of mathematics comput…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)A Theory of Goal Setting and Task Performance (1991)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)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. 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this work references cited by second hop

References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Digital game-based learning3,104 cited
  • 2005GameFlow2,122 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2006Games and Information: An Introduction to Game Theory1,188 cited
  • 2008Designing games with a purpose1,155 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2006Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation386 cited
  • 2007Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games354 cited

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  • 2008Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation248 cited
  • Cited by

    • 2019A Systematic Review of the Definition and Measurement of Engagement in Serious Games77 cited
    • 2020Effects of games on students’ emotions of learning science and achievement in chemistry76 cited
    • 2020Evaluation of a digital game-based reading training for German children with reading disorder71 cited
    • 2016Effects of game-based learning in an OpenSim-supported virtual environment on mathematical performance70 cited
    • 2020Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children61 cited
    • 2018Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains61 cited
    • 2019The effect of pedagogical GAME model on students' PISA scientific competencies59 cited
    • 2019Computer-Based Scaffolding Targeting Individual Versus Groups in Problem-Centered Instruction for STEM Education: Meta-analysis55 cited
    • 2015Effects of mathematics computer games on special education students' multiplicative reasoning ability52 cited
    • 2020Development and Evaluation of Intelligent Serious Games for Children With Learning Difficulties: Observational Study45 cited
    • 2017How Does Serious M‐Game Technology Encourage Low‐Income Households To Perform Socially Responsible Behaviors?43 cited
    • 2022A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model38 cited