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Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games
16 references·1 citing·39 second hop
Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games (2014)Flow Experience as a Quality Measure in E…Development of children's creativity and manual skills within digital game‐based learning environment (2014)Development of children's cre…Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2013)Scaffolding game-based learni…A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)A mixed methods assessment of…The Design Principles for Flow Experience in Educational Games (2012)The Design Principles for Flo…Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks (2009)Theorizing Flow and Media Enj…Movement-based sports video games: Investigating motivation and gaming experience (2009)Movement-based sports video g…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Collaborative games: Lessons learned from board games (2006)Collaborative games: Lessons …GameFlow (2005)GameFlowAssessing Flow in Physical Activity: The Flow State Scale–2 and Dispositional Flow Scale–2 (2002)Assessing Flow in Physical Ac…Cognitive Architecture and Instructional Design (1998)Cognitive Architecture and In…Sharing Our Toys: Cooperative Learning Versus Collaborative Learning (1995)Sharing Our Toys: Cooperative…Design and natural science research on information technology (1995)Design and natural science re…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach (2021)Promoting children's inquiry …The Measurement of Observer Agreement for Categorical Data (1977)Toward an experimental ecology of human development. (1977)Flow: the psychology of optimal experience (1990)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation (2015)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Cognitive Load During Problem Solving: Effects on Learning (1988)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Focus on Formative Feedback (2008)Cognitive Load Theory (2011)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Conjectures and Refutations: The Growth of Scientific Knowledge. (1964)The Reflective Practitioner: How Professionals Think in Action (1985)The Nature of Theory in Information Systems1 (2006)A Three Cycle View of Design Science Research (2007)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)The Structure of Scientific Revolutions (2017)The Selfish Gene (1976)The Evolution of Cooperation (1981)Rules of Play: Game Design Fundamentals (2003)Communication, Coordination, and Camaraderie in World of Warcraft (2008)Understanding and evaluating cooperative games (2010)Games (2020)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)Reconsidering happiness: a eudaimonist's perspective (2008)The Behavioral Regulation in Sport Questionnaire (BRSQ): Instrument Development and Initial Validity Evidence (2008)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Event tourism: Definition, evolution, and research (2007)
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References

  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1998Cognitive Architecture and Instructional Design6,017 cited
  • 1995Design and natural science research on information technology3,833 cited
  • 2005GameFlow2,122 cited
  • 2002Assessing Flow in Physical Activity: The Flow State Scale–2 and Dispositional Flow Scale–2798 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2006Collaborative games: Lessons learned from board games380 cited
  • 2013Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences377 cited
  • 2013A mixed methods assessment of students' flow experiences during a mobile augmented reality science game368 cited
  • 1995Sharing Our Toys: Cooperative Learning Versus Collaborative Learning364 cited
  • 2012The Design Principles for Flow Experience in Educational Games302 cited
  • 2009Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks195 cited

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2009
Movement-based sports video games: Investigating motivation and gaming experience
163 cited
  • 2014Development of children's creativity and manual skills within digital game‐based learning environment143 cited
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    • 2021Promoting children's inquiry performances in alternate reality games: A mobile concept mapping‐based questioning approach29 cited