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Uncertainty and engagement with learning games
12 references·7 citing·46 second hop
Uncertainty and engagement with learning games (2008)Uncertainty and engagement with learning …Handbook of computer game studies (2005)Handbook of computer game stu…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…The game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…Emotional reactions in children: Verbal, physiological, and behavioral responses to affective pictures (2001)Emotional reactions in childr…Influences on classroom interest (1999)Influences on classroom inter…Optimal Experience (1988)Optimal ExperienceFAILURE TOLERANCE AND ACADEMIC RISK‐TAKING IN TEN‐ TO TWELVE‐YEAR‐OLD STUDENTS (1988)FAILURE TOLERANCE AND ACADEMI…An attributional theory of achievement motivation and emotion. (1985)An attributional theory of ac…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Man, Play, and Games. (1963)Man, Play, and Games.Motivational determinants of risk-taking behavior. (1957)Motivational determinants of …Supporting Early Scientific Thinking Through Curiosity (2020)Supporting Early Scientific T…Niepewność w grach – potencjalne korzyści i straty (2020)Niepewność w grach – potencja…Gamification of Learning Deactivates the Default Mode Network (2016)Gamification of Learning Deac…Development of Science Process Skills in the Early Childhood Years (2015)Development of Science Proces…The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)The Use of Player-centered Po…Introducing surprising events can stimulate deep learning in a serious game (2012)Introducing surprising events…Toward a Science of Learning Games (2011)Toward a Science of Learning …A theory of play and fantasy. (1955)Story and Discourse: Narrative Structure in Fiction and Film (1979)Rules of Play: Game Design Fundamentals (2003)Gaming at a LAN event: the social context of playing video games (2005)Video game values: Human–computer interaction and games (2006)Beyond Play (2007)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Flow: the psychology of optimal experience (1990)Interest, Reading, and Learning: Theoretical and Practical Considerations (2001)Development of Mathematics Interest in Adolescence: Influences of Gender, Family, and School Context (2010)Measuring Situational Interest in Academic Domains (2010)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)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)The theory of decision making. (1954)Self-Efficacy Beliefs in Academic Settings (1996)Expectancy–Value Theory of Achievement Motivation (2000)The Role of Goal Orientation in Self-Regulated Learning (2000)Generalized expectancies for internal versus external control of reinforcement. (1966)Psychological stress and the coping process (1966)Learned helplessness in humans: Critique and reformulation. (1978)Emotional Intelligence (1990)Motivational Beliefs, Values, and Goals (2002)Emotion in the criminal psychopath: Startle reflex modulation. (1993)Measuring emotion: The self-assessment manikin and the semantic differential (1994)International Affective Picture System (IAPS): Instruction Manual and Affective Ratings (Tech. Rep. No. A-4) (1999)Abnormal neural responses to emotional visual stimuli in adolescents with conduct disorder (2004)Sex differences in direct aggression: What are the psychological mediators? (2005)Psychopathy, aggression, and the processing of emotional stimuli in non‐referred girls and boys (2006)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)
this work references cited by second hop

References

  • 1985An attributional theory of achievement motivation and emotion.7,833 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1957Motivational determinants of risk-taking behavior.3,663 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1963Man, Play, and Games.1,310 cited
  • 1988Optimal Experience1,097 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited
  • 1999Influences on classroom interest493 cited
  • 2001Emotional reactions in children: Verbal, physiological, and behavioral responses to affective pictures376 cited
  • 2005Handbook of computer game studies292 cited
  • 1988FAILURE TOLERANCE AND ACADEMIC RISK‐TAKING IN TEN‐ TO TWELVE‐YEAR‐OLD STUDENTS144 cited

Cited by

  • 2020Supporting Early Scientific Thinking Through Curiosity137 cited
  • 2015Development of Science Process Skills in the Early Childhood Years84 cited
  • 2011Toward a Science of Learning Games65 cited

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2016
Gamification of Learning Deactivates the Default Mode Network
59 cited
  • 2014The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game48 cited
  • 2012Introducing surprising events can stimulate deep learning in a serious game46 cited
  • 2020Niepewność w grach – potencjalne korzyści i straty1 cited