SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Assessing the effectiveness of a 3‐D instructional game on improving mathematics achievement and motivation of middle school students
16 references·16 citing·43 second hopsampled
Assessing the effectiveness of a 3‐D instructional game on improving mathematics achievement and motivation of middle school students (2012)Assessing the effectiveness of a 3‐D inst…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Learning and Teaching Early Math (2009)Learning and Teaching Early M…A Qualitative Meta-Analysis of Computer Games as Learning Tools (2009)A Qualitative Meta-Analysis o…Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…The unintended consequences of high-stakes testing (2004)The unintended consequences o…What video games have to teach us about learning and literacy (2003)What video games have to teac…Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Beyond Nintendo: design and a…Motivation for Achievement in Mathematics: Findings, Generalizations, and Criticisms of the Research (1999)Motivation for Achievement in…International Handbook of Mathematics Education (1997)International Handbook of Mat…Psychology of Learning for Instruction (1993)Psychology of Learning for In…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…The relationship of teachers' conceptions of mathematics and mathematics teaching to instructional practice (1984)The relationship of teachers'…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Evolutionary stable strategies and game dynamics (1978)Evolutionary stable strategie…Experience and Education (1939)Experience and EducationThe effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy (2022)The effects of digital game-b…A systematic review of the role of learning games in fostering mathematics education in K-12 settings (2022)A systematic review of the ro…Examining pedagogical approaches and types of mathematics knowledge in educational games: A meta-analysis and critical review (2021)Examining pedagogical approac…Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12 (2021)Effects of digital games on s…A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms (2021)A meta‐analysis on the effect…The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review (2020)The landscape of research on …Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis (2020)Efficiency of digital and non…Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology (2020)Digital Learning Games for Ma…Mathematical problem solving and learning in an architecture-themed epistemic game (2019)Mathematical problem solving …Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback models (2017)Learning behavior and achieve…Digital educational games and mathematics. Results of a case study in primary school settings (2017)Digital educational games and…Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation (2015)Interaction between gaming an…Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions (2015)Comparing 2D and 3D game‐base…Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review. (2014)Measuring Effectiveness in Di…Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement (2014)Game-based practice versus tr…Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability (2014)Effects of playing mathematic…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)The Open and Closed Mind (1960)Life in Classrooms (1968)Review of research in education (1973)The Knowledge, Beliefs and Attitudes of the Mathematics Teacher: a model (1989)Teachers' Beliefs about Teaching and Learning: A Constructivist Perspective (1992)Teachers’ beliefs and practices related to mathematics instruction (2001)Statistical principles in experimental design. (1962)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Designing effective instruction (2004)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)Emotional design in multimedia learning. (2011)Self-Regulated Learning and Academic Achievement: An Overview (1990)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)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)Foundations of Game-Based Learning (2015)Learning, Mutation, and Long Run Equilibria in Games (1993)A simple rule for the evolution of cooperation on graphs and social networks (2006)Evolutionary games on graphs (2007)The expert learner: Strategic, self-regulated, and reflective (1996)A history of instructional design and technology: Part II: A history of instructional design (2001)Reward, punishment, and cooperation: A meta-analysis. (2011)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)Games, Motivation, and Learning: A Research and Practice Model (2002)Narrative Inquiry: A Methodology for Studying Lived Experience (2006)The Theory and Practice of Online Learning (2008)Teaching Mathematics in Seven Countries: Results From the TIMSS 1999 Video Study (2003)The onto-semiotic approach to research in mathematics education (2007)Mathematical Knowledge for Teaching and the Mathematical Quality of Instruction: An Exploratory Study (2008)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1978Evolutionary stable strategies and game dynamics3,463 cited
  • 1987Development and use of the ARCS model of instructional design2,332 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1993Psychology of Learning for Instruction1,939 cited
  • 1939Experience and Education1,709 cited
  • 1997International Handbook of Mathematics Education1,316 cited
  • 1984The relationship of teachers' conceptions of mathematics and mathematics teaching to instructional practice803 cited
  • 2002Beyond Nintendo: design and assessment of educational video games for first and second grade students699 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 1999Motivation for Achievement in Mathematics: Findings, Generalizations, and Criticisms of the Research518 cited
  • 2009A Qualitative Meta-Analysis of Computer Games as Learning Tools362 cited
  • 2009Learning and Teaching Early Math358 cited
  • 2006Gameplaying for maths learning: cooperative or not?

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

323 cited
  • 2004The unintended consequences of high-stakes testing291 cited
  • Cited by

    • 2021Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12108 cited
    • 2022A systematic review of the role of learning games in fostering mathematics education in K-12 settings107 cited
    • 2015Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation99 cited
    • 2020The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review98 cited
    • 2014Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.92 cited
    • 2014Effects of playing mathematics computer games on primary school students’ multiplicative reasoning ability84 cited
    • 2020Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis80 cited
    • 2017Digital educational games and mathematics. Results of a case study in primary school settings71 cited
    • 2021A meta‐analysis on the effects of technology's functions and roles on students' mathematics achievement in K‐12 classrooms69 cited
    • 2014Game-based practice versus traditional practice in computer-based writing strategy training: effects on motivation and achievement60 cited
    • 2019Mathematical problem solving and learning in an architecture-themed epistemic game51 cited
    • 2017Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback models44 cited
    • 2022The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy43 cited
    • 2021Examining pedagogical approaches and types of mathematics knowledge in educational games: A meta-analysis and critical review38 cited
    • 2020Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology38 cited
    • 2015Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions36 cited