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Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG)
16 references·16 citing·47 second hopsampled
Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)Exploring the behavioral patterns of lear…Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …The “I's” Have It: A Framework for Serious Educational Game Design (2010)The “I's” Have It: A Framewor…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…A case study of computer gaming for math: Engaged learning from gameplay? (2008)A case study of computer gami…Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (2007)Taking educational games seri…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …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…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Report on the educational use of games (2002)Report on the educational use…Situated Cognition and the Culture of Learning (1989)Situated Cognition and the Cu…Observing interaction: An introduction to sequential analysis (1988)Observing interaction: An int…Observing Interaction: An Introduction to Sequential Analysis (1988)Observing Interaction: An Int…The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety (2022)The evaluation of a scaffoldi…Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability (2021)Designing an alternate realit…A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment (2021)A Systematic Review of Seriou…A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborative Learning Behavioral Patterns (2020)A Dual-Scaffolding Framework …Effects of online teaching presence on students' interactions and collaborative knowledge construction (2019)Effects of online teaching pr…User segmentation for retention management in online social games (2017)User segmentation for retenti…Gamification and Game-Based Learning (2017)Gamification and Game-Based L…Facilitating effective digital game-based learning behaviors and learning performances of students based on a collaborative knowledge construction strategy (2017)Facilitating effective digita…Visual behavior, flow and achievement in game-based learning (2016)Visual behavior, flow and ach…Interactive networks and social knowledge construction behavioral patterns in primary school teachers' online collaborative learning activities (2016)Interactive networks and soci…Exploring Engaging Gamification Mechanics in Massive Online Open Courses. (2016)Exploring Engaging Gamificati…Group interactive network and behavioral patterns in online English-to-Chinese cooperative translation activity (2014)Group interactive network and…An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation (2014)An Investigation of Universit…Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning (2013)Exploring the role of flow ex…Evaluating multiple aspects of a digital educational problem-solving-based adventure game (2013)Evaluating multiple aspects o…Designing Attractive Gamification Features for Collaborative Storytelling Websites (2013)Designing Attractive Gamifica…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)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Designing qualitative research (1989)Language Learning Strategies: What Every Teacher Should Know (1991)The role of deliberate practice in the acquisition of expert performance. (1993)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)Gameplay Engagement and Learning in Game-Based Learning (2015)Computer Games in Education (2018)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Mental Models (1983)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)Situated Learning: Legitimate Peripheral Participation. (1994)What Video Games Have to Teach Us about Learning and Literacy (2004)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Frames of Mind: The Theory of Multiple Intelligences (1984)How to Design and Evaluate Research in Education (1990)School Engagement: Potential of the Concept, State of the Evidence (2004)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Measuring Behaviour. An Introductory Guide (1994)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)Gender Similarities and Differences (2013)
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References

  • 1989Situated Cognition and the Culture of Learning13,635 cited
  • 1988Observing Interaction: An Introduction to Sequential Analysis2,301 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2008A case study of computer gaming for math: Engaged learning from gameplay?486 cited
  • 2010The “I's” Have It: A Framework for Serious Educational Game Design478 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 games

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354 cited
  • 2002Report on the educational use of games333 cited
  • 1988Observing interaction: An introduction to sequential analysis327 cited
  • Cited by

    • 2016Exploring Engaging Gamification Mechanics in Massive Online Open Courses.149 cited
    • 2017Gamification and Game-Based Learning148 cited
    • 2016Visual behavior, flow and achievement in game-based learning136 cited
    • 2016Interactive networks and social knowledge construction behavioral patterns in primary school teachers' online collaborative learning activities136 cited
    • 2013Evaluating multiple aspects of a digital educational problem-solving-based adventure game133 cited
    • 2013Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning113 cited
    • 2014An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation103 cited
    • 2013Designing Attractive Gamification Features for Collaborative Storytelling Websites100 cited
    • 2020A Dual-Scaffolding Framework Integrating Peer-Scaffolding and Cognitive-Scaffolding for an Augmented Reality-Based Educational Board Game: An Analysis of Learners’ Collective Flow State and Collaborative Learning Behavioral Patterns91 cited
    • 2019Effects of online teaching presence on students' interactions and collaborative knowledge construction88 cited
    • 2017User segmentation for retention management in online social games80 cited
    • 2021A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment74 cited
    • 2021Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability69 cited
    • 2022The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety69 cited
    • 2017Facilitating effective digital game-based learning behaviors and learning performances of students based on a collaborative knowledge construction strategy69 cited
    • 2014Group interactive network and behavioral patterns in online English-to-Chinese cooperative translation activity66 cited