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An Interactive Game Approach for Improving Students’ Learning Performance in Multi-Touch Game-Based Learning
16 references·2 citing·40 second hop
An Interactive Game Approach for Improving Students’ Learning Performance in Multi-Touch Game-Based Learning (2014)An Interactive Game Approach for Improvin…Digital Game-Based Learning (2020)Digital Game-Based LearningA meta-analytic review of the role of instructional support in game-based learning (2012)A meta-analytic review of the…The concept of flow in collaborative game-based learning (2011)The concept of flow in collab…Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010 (2011)Advancements and trends in di…Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)Using game theory and Competi…The effects of computer games on primary school students’ achievement and motivation in geography learning (2008)The effects of computer games…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Integrating Educational Technology into Teaching (1996)Integrating Educational Techn…THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)THE ROLE OF TUTORING IN PROBL…Beyond boredom and anxiety (1975)Beyond boredom and anxietyThought and language (1962)Thought and languageGamification in education: A citation network analysis using CitNetExplorer (2023)Gamification in education: A …Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning? (2022)Does the emotional design of …The developmental psychology of Jean Piaget. (1963)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Principles of Language Learning and Teaching (1981)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Plans and the structure of behavior. (1960)Studies in cognitive growth (1966)Carmichael's Manual of Child Psychology (1972)Supporting and Promoting Argumentation Discourse in Science Education (2002)Becoming a scientist: The role of undergraduate research in students' cognitive, personal, and professional development (2006)Learning by Expanding (2014)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Equilibrium points in n -person games (1950)The Evolution of Cooperation (1981)A collaborative game-based learning approach to improving students' learning performance in science courses (2012)The effect of virtual achievements on student engagement (2013)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Theory of games and economic behavior (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Technology planning: A roadmap to successful technology integration in schools (2006)Investigating TPACK: Knowledge Growth in Teaching with Technology (2011)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)
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  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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372 cited
  • 2011Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010302 cited
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    • 2022Does the emotional design of scaffolds enhance learning and motivational outcomes in game‐based learning?42 cited
    • 2023Gamification in education: A citation network analysis using CitNetExplorer38 cited