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The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment
16 references·16 citing·38 second hopsampled
The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment (2014)The evaluation of different gaming modes …Digital Game-Based Learning (2020)Digital Game-Based LearningDigital Game-Based Learning (2019)Digital Game-Based LearningDigital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Focus on Formative Feedback (2008)Focus on Formative FeedbackComputer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Making learning fun: Quest Atlantis, a game without guns (2005)Making learning fun: Quest At…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Formative Assessment: revisiting the territory (1998)Formative Assessment: revisit…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…The Instructional Effect of Feedback in Test-Like Events (1991)The Instructional Effect of F…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The methodology of evaluation (1966)The methodology of evaluationGame-based assessment framework for virtual reality, augmented reality and digital game-based learning (2023)Game-based assessment framewo…A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges (2022)A Systematic Literature Revie…Is technology always helpful?: A critical review of the impact on learning outcomes of education technology in supporting formative assessment in schools (2021)Is technology always helpful?…Information Sharing in an Online Game Supply Chain (2020)Information Sharing in an Onl…High versus low-structured cooperative learning. Effects on prospective teachers’ regulation dominance, motivation, content knowledge and responsibility (2020)High versus low-structured co…Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions (2020)Effects of a formative assess…The effect of pedagogical GAME model on students' PISA scientific competencies (2019)The effect of pedagogical GAM…Investigating the feasibility of using assessment and explanatory feedback in desktop virtual reality simulations (2019)Investigating the feasibility…An approach to evaluating the user experience of serious games (2019)An approach to evaluating the…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 …Digital game elements, user experience and learning: A conceptual framework (2018)Digital game elements, user e…An investigation on teaching performances of model-based flipping classroom for physics supported by modern teaching technologies (2018)An investigation on teaching …Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback models (2017)Learning behavior and achieve…Diverse delivery methods and strong psychological benefits: A review of online formative assessment (2017)Diverse delivery methods and …Promoting science learning in game-based learning with question prompts and feedback (2016)Promoting science learning in…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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Handbook of research on teaching (1986)A social-cognitive approach to motivation and personality. (1988)Assessment and Classroom Learning (1998)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Rethinking models of feedback for learning: the challenge of design (2012)The development of student feedback literacy: enabling uptake of feedback (2018)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)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)The role of expectations and attributions in the alleviation of learned helplessness. (1975)Meta-analysis in social research (1982)The Effects of School-Based Writing-to-Learn Interventions on Academic Achievement: A Meta-Analysis (2004)What is assessment for learning? (2011)The Power of Feedback Revisited: A Meta-Analysis of Educational Feedback Research (2020)Focus Group Interview: An Underutilized Research Technique for Improving Theory and Practice in Health Education (1987)Evaluating professional development (1999)Formative assessment: a critical review (2011)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Theory and Practice of Online Learning (2008)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1966The methodology of evaluation2,484 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1991The Instructional Effect of Feedback in Test-Like Events1,313 cited
  • 1998Formative Assessment: revisiting the territory1,106 cited
  • 2005Making learning fun: Quest Atlantis, a game without guns949 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 2019Digital Game-Based Learning656 cited
  • 2013

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Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness
614 cited

Cited by

  • 2018Digital game elements, user experience and learning: A conceptual framework138 cited
  • 2020Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions131 cited
  • 2019An approach to evaluating the user experience of serious games118 cited
  • 2017Diverse delivery methods and strong psychological benefits: A review of online formative assessment115 cited
  • 2021Is technology always helpful?: A critical review of the impact on learning outcomes of education technology in supporting formative assessment in schools75 cited
  • 2022A Systematic Literature Review of Game-Based Assessment Studies: Trends and Challenges72 cited
  • 2018An investigation on teaching performances of model-based flipping classroom for physics supported by modern teaching technologies71 cited
  • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited
  • 2023Game-based assessment framework for virtual reality, augmented reality and digital game-based learning68 cited
  • 2016Promoting science learning in game-based learning with question prompts and feedback60 cited
  • 2019The effect of pedagogical GAME model on students' PISA scientific competencies59 cited
  • 2019Investigating the feasibility of using assessment and explanatory feedback in desktop virtual reality simulations52 cited
  • 2020High versus low-structured cooperative learning. Effects on prospective teachers’ regulation dominance, motivation, content knowledge and responsibility52 cited
  • 2018The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance46 cited
  • 2017Learning behavior and achievement analysis of a digital game-based learning approach integrating mastery learning theory and different feedback models44 cited
  • 2020Information Sharing in an Online Game Supply Chain23 cited