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The effects of an educational video game on mathematical engagement
16 references·0 citing·42 second hop
The effects of an educational video game on mathematical engagement (2015)The effects of an educational video game …The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)The Measurement of Student En…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Handbook of Research on Student Engagement (2012)Handbook of Research on Stude…Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States (2011)Exploring Newtonian mechanics…Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)Are educational computer micr…The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The effects of modern mathema…Generation M[superscript 2]: Media in the Lives of 8- to 18-Year-Olds. (2010)Generation M[superscript 2]: …Investigating the impact of video games on high school students’ engagement and learning about genetics (2009)Investigating the impact of v…The Art of Game Design (2008)The Art of Game DesignLearning secondary mathematics with technology: Exploring the complex interrelationship between students’ attitudes, engagement, gender and achievement (2008)Learning secondary mathematic…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Explicating the Role of Mathematical Tasks in Conceptual Learning: An Elaboration of the Hypothetical Learning Trajectory (2004)Explicating the Role of Mathe…Student engagement in mathematics: Development of instrument and validation of construct (2003)Student engagement in mathema…Student Engagement in Instructional Activity: Patterns in the Elementary, Middle, and High School Years (2000)Student Engagement in Instruc…Student engagement and achievement in American secondary schools (1993)Student engagement and achiev…Frames of Mind: The Theory of Multiple Intelligences (1984)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Capital in the Creation of Human Capital (1988)Student Council, Volunteering, Basketball, or Marching Band (1999)Student Engagement: What Is It? Why Does It Matter? (2012)Measuring student engagement in technology-mediated learning: A review (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Flow: the psychology of optimal experience (1990)The Challenges of Defining and Measuring Student Engagement in Science (2015)Student engagement, context, and adjustment: Addressing definitional, measurement, and methodological issues (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Experiential Learning : Experience as the Source of Learning and Development (1983)What Do Students Gain by Engaging in Socioscientific Inquiry? (2007)Design-Based Research (2012)Diffusion of Innovations 1 (2019)The ecology of human development : experiments by nature and design (1979)The Ecology of Human Development (1979)Teaching Effectiveness Research in the Past Decade: The Role of Theory and Research Design in Disentangling Meta-Analysis Results (2007)Classroom emotional climate, student engagement, and academic achievement. (2012)School Climate: a Review of the Construct, Measurement, and Impact on Student Outcomes (2015)Experimental and Quasi-Experimental Designs for Research (1963)Experience and Education (1986)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers & Education (2020)Flow: The Psychology of Optimal Experience (1991)From Content to Context: Videogames as Designed Experience (2006)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)How to Design and Evaluate Research in Education (1990)Students’ perceptions about the use of video games in the classroom (2009)Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument (2006)PISA 2018 Assessment and Analytical Framework (2019)Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)
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References

  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2012Handbook of Research on Student Engagement3,048 cited
  • 2008The Art of Game Design1,906 cited
  • 2000Student Engagement in Instructional Activity: Patterns in the Elementary, Middle, and High School Years1,555 cited
  • 1993Student engagement and achievement in American secondary schools1,111 cited
  • 2012The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments1,050 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2010The effects of modern mathematics computer games on mathematics achievement and class motivation649 cited
  • 2009Investigating the impact of video games on high school students’ engagement and learning about genetics646 cited
  • 2004Explicating the Role of Mathematical Tasks in Conceptual Learning: An Elaboration of the Hypothetical Learning Trajectory411 cited
  • 2010Generation M[superscript 2]: Media in the Lives of 8- to 18-Year-Olds.321 cited
  • 2011Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study190 cited
  • 2011Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States

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178 cited
  • 2008Learning secondary mathematics with technology: Exploring the complex interrelationship between students’ attitudes, engagement, gender and achievement169 cited
  • 2003Student engagement in mathematics: Development of instrument and validation of construct169 cited
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