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The comparisons of the influences of prior knowledge on two game-based learning systems
15 references·0 citing·54 second hop
The comparisons of the influences of prior knowledge on two game-based learning systems (2013)The comparisons of the influences of prio…The effect of card games and computer games on learning of chemistry concepts (2012)The effect of card games and …Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning (2012)Exploring the Factors Influen…Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation (2012)Building virtual cities, insp…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A Game-based learning system for improving student's learning effectiveness in system analysis course (2012)A Game-based learning system …Learning and motivational impacts of a multimedia science game (2011)Learning and motivational imp…Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning (2011)Enhancing 5th graders’ scienc…Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Using ubiquitous games in an …Mining students' learning patterns and performance in Web-based instruction: a cognitive style approach (2009)Mining students' learning pat…The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames (2008)The roles of task difficulty …Managing cognitive load in educational multi-user virtual environments: reflection on design practice (2007)Managing cognitive load in ed…Editorial: Play and learn: potentials of game‐based learning (2007)Editorial: Play and learn: po…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …A model of cognitive loads in massively multiplayer online role playing games (2006)A model of cognitive loads in…Managing Codified Knowledge (1999)Managing Codified KnowledgeSelf-Efficacy: An Essential Motive to Learn (2000)Sources of science self-efficacy beliefs of middle school students (2006)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Designing game-based learning environments for elementary science education: A narrative-centered learning perspective (2013)The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning (2015)Transdisciplinarity in STEM education: a critical review (2020)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Life on the Screen: Identity in the Age of the Internet (1997)Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)Player–video game interaction: A systematic review of current concepts (2015)Towards a framework for online game adoption (2016)Toward a Theory of Knowledge Reuse: Types of Knowledge Reuse Situations and Factors in Reuse Success (2001)Contributing Knowledge to Electronic Knowledge Repositories: An Empirical Investigation1 (2005)Trust and tacit knowledge sharing and use (2010)Beyond the Information Given (2025)What video games have to teach us about learning and literacy (2003)Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences (2008)Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views (2021)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Qualitative Data Analysis: An Expanded Sourcebook (1994)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Game-Based Learning: Latest Evidence and Future Directions (2013)The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (2014)Innovating Education and Educating for Innovation (2016)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)Coefficient Alpha and the Internal Structure of Tests (1951)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Benefits of educational games as an introductory activity in industrial engineering education (2016)Serious games in science education: a systematic literature (2022)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Effects of different scenarios of game difficulty on player immersion (2009)The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1999Managing Codified Knowledge1,437 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2010Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation550 cited
  • 2012Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation322 cited
  • 2011Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning229 cited
  • 2007Editorial: Play and learn: potentials of game‐based learning217 cited
  • 2011Learning and motivational impacts of a multimedia science game170 cited
  • 2006A model of cognitive loads in massively multiplayer online role playing games162 cited
  • 2008The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames148 cited
  • 2012A Game-based learning system for improving student's learning effectiveness in system analysis course130 cited
  • 2012Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning111 cited
  • 2012The effect of card games and computer games on learning of chemistry concepts98 cited

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2007
Managing cognitive load in educational multi-user virtual environments: reflection on design practice
93 cited
  • 2009Mining students' learning patterns and performance in Web-based instruction: a cognitive style approach45 cited
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