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Integrating an educational 3D game in Moodle
16 references·3 citing·41 second hop
Integrating an educational 3D game in Moodle (2007)Integrating an educational 3D game in Moo…Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Making Learning Fun : A Taxon…Evaluating Collaborative Learning Processes Using System-Based Measurement. (2007)Evaluating Collaborative Lear…Re-purposing existing generic games and simulations for e-learning (2006)Re-purposing existing generic…From Content to Context: Videogames as Designed Experience (2006)From Content to Context: Vide…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Learning technologies: Affective and social issues in computer-supported collaborative learning (2004)Learning technologies: Affect…Game-Based Learning: How to Delight and Instruct in The 21st Century. (2004)Game-Based Learning: How to D…Life-Like Pedagogical Agents in Constructivist Multimedia Environments: Cognitive Consequences of their Interaction (2000)Life-Like Pedagogical Agents …McKeachie's teaching tips (1999)McKeachie's teaching tipsThe media equation: how people treat computers, television, and new media like real people and places (1997)The media equation: how peopl…Affective Computing (1997)Affective ComputingMotivation in Education: Theory, Research, and Applications (1995)Motivation in Education: Theo…Designing Environments for Constructive Learning (1993)Designing Environments for Co…A Manifesto for a Constructivist Approach to Uses of Technology in Higher Education (1993)A Manifesto for a Constructiv…Development and use of the ARCS model of instructional design (1987)Development and use of the AR…A categorized list of emotion definitions, with suggestions for a consensual definition (1981)A categorized list of emotion…Gamificación en educación: una panorámica sobre el estado de la cuestión (2018)Gamificación en educación: un…Adaptive Role Playing Games: An Immersive Approach for Problem Based Learning. (2009)Adaptive Role Playing Games: …Emociones con videojuegos: incrementando la motivación para el aprendizaje (2008)Emociones con videojuegos: in…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)Cultivating Communities of Practice: A Guide to Managing Knowledge (2002)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)The expression of the emotions in man and animals. (1872)Science and Human Behavior (1953)Attachment and Loss (1969)Handbook of Emotions (1993)What are emotions? And how can they be measured? (2005)Human Abilities: Emotional Intelligence (2007)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)Factors Influencing Adult Learners' Decision to Drop Out or Persist in Online Learning (2009)A mobile gamification learning system for improving the learning motivation and achievements (2014)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Experience and Education (1986)Situated Learning (1991)Gamification in Education: What, How, Why Bother? (2011)What Are We Seeking to Sustain Through Culturally Sustaining Pedagogy? A Loving Critique Forward (2014)Games, Motivation, and Learning: A Research and Practice Model (2002)Rules of Play: Game Design Fundamentals (2003)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning (2020)Gamification as a Methodological Complement to Flipped Learning—An Incident Factor in Learning Improvement (2020)Impact of Gamification on Motivation and Academic Performance: A Systematic Review (2024)Problem Based Learning: An instructional model and its constructivist framework (1995)An instructional design framework for authentic learning environments (2000)Effects of problem-based learning: a meta-analysis (2003)Teaching For Quality Learning At University (1999)Attaining Self-Regulation (2000)Expectancy–Value Theory of Achievement Motivation (2000)Machines and Mindlessness: Social Responses to Computers (2000)The Limited Capacity Model of Mediated Message Processing (2000)Toward a mechanistic psychology of dialogue (2004)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)Artificial Intelligence in Service (2018)Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)
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References

  • 1997Affective Computing7,373 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1995Motivation in Education: Theory, Research, and Applications5,748 cited
  • 1997The media equation: how people treat computers, television, and new media like real people and places4,887 cited
  • 1987Development and use of the ARCS model of instructional design2,637 cited
  • 1981A categorized list of emotion definitions, with suggestions for a consensual definition1,401 cited
  • 2006From Content to Context: Videogames as Designed Experience1,161 cited
  • 2021Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning912 cited
  • 1993Designing Environments for Constructive Learning526 cited
  • 1993A Manifesto for a Constructivist Approach to Uses of Technology in Higher Education361 cited
  • 2004Learning technologies: Affective and social issues in computer-supported collaborative learning309 cited
  • 1999McKeachie's teaching tips184 cited
  • 2000Life-Like Pedagogical Agents in Constructivist Multimedia Environments: Cognitive Consequences of their Interaction119 cited
  • 2007Evaluating Collaborative Learning Processes Using System-Based Measurement.118 cited
  • 2004

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Game-Based Learning: How to Delight and Instruct in The 21st Century.
108 cited
  • 2006Re-purposing existing generic games and simulations for e-learning99 cited
  • Cited by

    • 2018Gamificación en educación: una panorámica sobre el estado de la cuestión589 cited
    • 2009Adaptive Role Playing Games: An Immersive Approach for Problem Based Learning.44 cited
    • 2008Emociones con videojuegos: incrementando la motivación para el aprendizaje26 cited