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Three Things Game Designers Need to Know About Assessment
16 references·2 citing·28 second hop
Three Things Game Designers Need to Know About Assessment (2012)Three Things Game Designers Need to Know …The Nature of Expertise (2014)The Nature of ExpertiseApplications of Item Response Theory To Practical Testing Problems (2012)Applications of Item Response…Game Design Workshop (2008)Game Design WorkshopThe Cambridge Handbook of Expertise and Expert Performance (2006)The Cambridge Handbook of Exp…Design Patterns (2006)Design PatternsWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The situativity of knowing, learning, and research. (1998)The situativity of knowing, l…The Interplay of Evidence and Consequences in the Validation of Performance Assessments (1994)The Interplay of Evidence and…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Situated Learning (1991)Situated LearningComputerized Adaptive Testing: A Primer (1990)Computerized Adaptive Testing…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Beyond boredom and anxiety (1975)Beyond boredom and anxietyModeling Secondary Students’ Genetics Learning in a Game-Based Environment: Integrating the Expectancy-Value Theory of Achievement Motivation and Flow Theory (2021)Modeling Secondary Students’ …Markov Decision Process Measurement Model (2017)Markov Decision Process Measu…Statistical Theories of Mental Test Scores (1969)Fundamentals of item response theory (1992)Measurement Invariance, Factor Analysis and Factorial Invariance (1993)Assessment of Quality-of-Life Outcomes (1996)Situated Cognition and the Culture of Learning (1989)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)The Parieto-Frontal Integration Theory (P-FIT) of intelligence: Converging neuroimaging evidence (2007)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Handbook of Self-Regulation of Learning and Performance (2017)Self-explanations: How students study and use examples in learning to solve problems (1989)Long-term working memory. (1995)The influence of shared mental models on team process and performance. (2000)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Applications of Item Response Theory To Practical Testing Problems5,010 cited
  • 2006The Cambridge Handbook of Expertise and Expert Performance3,157 cited
  • 2014The Nature of Expertise2,173 cited
  • 2006Design Patterns1,677 cited
  • 1998The situativity of knowing, learning, and research.1,617 cited
  • 1994The Interplay of Evidence and Consequences in the Validation of Performance Assessments1,315 cited
  • 1990Computerized Adaptive Testing: A Primer1,169 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2008Game Design Workshop1,098 cited

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Cited by

  • 2017Markov Decision Process Measurement Model39 cited
  • 2021Modeling Secondary Students’ Genetics Learning in a Game-Based Environment: Integrating the Expectancy-Value Theory of Achievement Motivation and Flow Theory36 cited