SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan
16 references·11 citing·46 second hop
No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan (2013)No student left behind: a collaborative a…The concept of flow in collaborative game-based learning (2011)The concept of flow in collab…“Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games (2010)“Games are made for fun”: Les…Assessing the educational values of digital games (2009)Assessing the educational val…An analysis of peer interaction patterns as discoursed by on-line small group problem-solving activity (2006)An analysis of peer interacti…Active Learning: Cooperation in the College Classroom (2006)Active Learning: Cooperation …The effects of competition on achievement motivation in Chinese classrooms (2004)The effects of competition on…The Impact of English as a Global Language on Educational Policies and Practices in the Asia-Pacific Region (2003)The Impact of English as a Gl…Computer supported collaborative learning using wirelessly interconnected handheld computers (2003)Computer supported collaborat…Internet Paradox Revisited (2002)Internet Paradox RevisitedThe Effects of Wireless Computing in Collaborative Learning Environments (2001)The Effects of Wireless Compu…Playing together beats playing apart, especially for girls (1995)Playing together beats playin…Cooperation and Competition: Theory and Research (1989)Cooperation and Competition: …No Contest: The Case against Competition (1988)No Contest: The Case against …Cooperative Learning: Theory, Research and Practice (1983)Cooperative Learning: Theory,…Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Effects of cooperative, compe…Cooperation Contrasted with Intra-Group and Inter-Group Competition (1967)Cooperation Contrasted with I…Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas (2023)Using an Augmented-Reality Ga…The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study (2021)The impact of peer competitio…Target languages, types of activities, engagement, and effectiveness of extramural language learning (2021)Target languages, types of ac…Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning (2021)Primary school students’ fore…An Analysis of Game Design Elements Used in Digital Game-Based Language Learning (2021)An Analysis of Game Design El…A Systematic Review of Digital Games in Second Language Learning Studies (2020)A Systematic Review of Digita…Impacts of Concept Map-Based Collaborative Mobile Gaming on English Grammar Learning Performance and Behaviors (2019)Impacts of Concept Map-Based …Effectiveness of a digital pen-based learning system with a reward mechanism to improve learners’ metacognitive strategies in listening (2019)Effectiveness of a digital pe…The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance (2018)The impact of a forfeit-or-pr…Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an …Students’ Perceptions about Gamification of Education: A Q-Method Analysis (2017)Students’ Perceptions about G…The Other Tongue: English across Cultures (1995)The Study of Second Language Acquisition (1996)Issues in Teachers' Reinterpretation of a Task-Based Innovation in Primary Schools (2004)English-medium teaching in Korean higher education: policy debates and reality (2010)The Implementation of Communicative and Task-Based Language Teaching in the Asia-Pacific Region (2011)A DYNAMIC THEORY OF PERSONALITY (1936)9: Integrating Findings: The Meta-Analysis of Research (1977)Combining results of independent studies. (1978)Achievement goals in the classroom: Students' learning strategies and motivation processes. (1988)The laboratory in science education: Foundations for the twenty‐first century (2003)Active learning increases student performance in science, engineering, and mathematics (2014)Self-Perception Theory (1972)Learning How to Learn (1984)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of an integrated concept mapping and web-based problem-solving approach on students' learning achievements, perceptions and cognitive loads (2013)Impacts of a mind mapping-based contextual gaming approach on EFL students’ writing performance, learning perceptions and generative uses in an English course (2019)Entertainment Video Games for Academic Learning: A Systematic Review (2022)The CES-D Scale (1977)Stress, social support, and the buffering hypothesis. (1985)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Friend Networking Sites and Their Relationship to Adolescents' Well-Being and Social Self-Esteem (2006)Social capital, self-esteem, and use of online social network sites: A longitudinal analysis (2008)Personality and motivations associated with Facebook use (2009)Mind in Society: The Development of Higher Psychological Processes (1978)Handbook of Qualitative Research (1994)Implementation and Effects Of One-to-One Computing Initiatives (2006)Qualitative Data Analysis (2008)Game-Based Learning in Science Education: A Review of Relevant Research (2013)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Flow: the psychology of optimal experience (1990)Handbook of Positive Psychology (2001)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty (2019)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)Field Experiments on Discrimination (2016)TEKNIK-TEKNIK OBSERVASI (Sebuah Alternatif Metode Pengumpulan Data Kualitatif Ilmu-ilmu Sosial) (2017)Navigating the Bumpy Road to Student-Centered Instruction (1996)LEARNING BY DOING (2003)Pedagogies of Engagement: Classroom-Based Practices (2005)The psychological sense of school membership among adolescents: Scale development and educational correlates (1993)Problem Based Learning: An instructional model and its constructivist framework (1995)Effects of Small-Group Learning on Undergraduates in Science, Mathematics, Engineering, and Technology: A Meta-Analysis (1999)Rethinking achievement goals: When are they adaptive for college students and why? (1998)The effects of praise on children's intrinsic motivation: A review and synthesis. (2002)The Psychology of Rivalry: A Relationally Dependent Analysis of Competition (2010)
this work references cited by second hop

References

  • 1983Cooperative Learning: Theory, Research and Practice3,770 cited
  • 1989Cooperation and Competition: Theory and Research3,019 cited
  • 2006Active Learning: Cooperation in the College Classroom2,247 cited
  • 2002Internet Paradox Revisited2,243 cited
  • 1981Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis.1,592 cited
  • 2003The Impact of English as a Global Language on Educational Policies and Practices in the Asia-Pacific Region1,139 cited
  • 1988No Contest: The Case against Competition1,041 cited
  • 2003Computer supported collaborative learning using wirelessly interconnected handheld computers496 cited
  • 2011The concept of flow in collaborative game-based learning391 cited
  • 2010“Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games205 cited
  • 2006An analysis of peer interaction patterns as discoursed by on-line small group problem-solving activity179 cited
  • 2001The Effects of Wireless Computing in Collaborative Learning Environments150 cited
  • 2004The effects of competition on achievement motivation in Chinese classrooms136 cited
  • 2009Assessing the educational values of digital games135 cited
  • 1995

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

Playing together beats playing apart, especially for girls
129 cited
  • 1967Cooperation Contrasted with Intra-Group and Inter-Group Competition91 cited
  • Cited by

    • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited
    • 2021An Analysis of Game Design Elements Used in Digital Game-Based Language Learning60 cited
    • 2020A Systematic Review of Digital Games in Second Language Learning Studies57 cited
    • 2021The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical study54 cited
    • 2021Target languages, types of activities, engagement, and effectiveness of extramural language learning52 cited
    • 2023Using an Augmented-Reality Game-Based Application to Enhance Language Learning and Motivation of Elementary School EFL Students: A Comparative Study in Rural and Urban Areas52 cited
    • 2017Students’ Perceptions about Gamification of Education: A Q-Method Analysis52 cited
    • 2018The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance46 cited
    • 2019Impacts of Concept Map-Based Collaborative Mobile Gaming on English Grammar Learning Performance and Behaviors41 cited
    • 2019Effectiveness of a digital pen-based learning system with a reward mechanism to improve learners’ metacognitive strategies in listening38 cited
    • 2021Primary school students’ foreign language anxiety in collaborative and individual digital game-based learning35 cited