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Educational Gamified Science Simulations
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Educational Gamified Science Simulations (2014)Educational Gamified Science SimulationsReality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…From game design elements to gamefulness (2011)From game design elements to …STEM, STEM Education, STEMmania (2009)STEM, STEM Education, STEMman…The Art of Game Design (2008)The Art of Game DesignDigital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …What 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…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…The Academic Motivation Scale: A Measure of Intrinsic, Extrinsic, and Amotivation in Education (1992)The Academic Motivation Scale…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Intrinsic Motivation (1975)Intrinsic MotivationSituated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)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)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Teaching problem solving through cooperative grouping. Part 1: Group versus individual problem solving (1992)Peer Instruction: Ten years of experience and results (2001)Does Active Learning Work? A Review of the Research (2004)Active learning increases student performance in science, engineering, and mathematics (2014)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Beyond boredom and anxiety (1975)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic, Extrinsic, and Amotivational Styles as Predictors of Behavior: A Prospective Study (1992)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Handbook of Motivation at School (2009)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Intrinsic and Extrinsic Motivation (2003)Basic psychological need satisfaction, need frustration, and need strength across four cultures (2014)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

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  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2004A Theory of Fun for Game Design

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  • 2009STEM, STEM Education, STEMmania1,095 cited
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