SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Strategies for stimulating the motivation to learn
1 references·16 citing·56 second hop
Strategies for stimulating the motivation to learn (1987)Strategies for stimulating the motivation…Relevance: Communication and Cognition (1986)Relevance: Communication and …Use of the ARCS model in education: A literature review (2018)Use of the ARCS model in educ…Factors related to college students’ self-directed learning with technology (2017)Factors related to college st…STEM Motivation Interventions for Adolescents: A Promising Start, but Further to Go (2016)STEM Motivation Interventions…Validation of the Instructional Materials Motivation Survey ( IMMS ) in a self‐directed instructional setting aimed at working with technology (2014)Validation of the Instruction…Feedback research revisited. (2013)Feedback research revisited.Dynamical model for gamification of learning (DMGL) (2013)Dynamical model for gamificat…A Framework for Designing Scaffolds That Improve Motivation and Cognition (2013)A Framework for Designing Sca…Theoretical models of participation in adult education: the need for an integrated model (2010)Theoretical models of partici…Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing (2010)Sustaining iterative game pla…Evaluating learners’ motivational and cognitive processing in an online game-based learning environment (2010)Evaluating learners’ motivati…Gameplaying for maths learning: cooperative or not? (2006)Gameplaying for maths learnin…Learning technologies: Affective and social issues in computer-supported collaborative learning (2004)Learning technologies: Affect…Learner motivation and E-learning design: A multinationally validated process (2004)Learner motivation and E-lear…Cross Cultural Differences in Online Learning Motivation (2004)Cross Cultural Differences in…The role of context in learning and instructional design (1997)The role of context in learni…“What's in it for me?”: Increasing content relevance to enhance students' motivation (1995)“What's in it for me?”: Incre…Mind in Society: The Development of Higher Psychological Processes (1978)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Studies of student engagement in gamified online discussions (2017)An exploratory study of student engagement in gamified online discussions (2018)The Effects of Problem-Based, Project-Based, and Case-Based Learning on Students’ Motivation: a Meta-Analysis (2024)The Application of Electronic Computers to Factor Analysis (1960)Self-efficacy: the exercise of control (1997)Embedding game-based problem-solving phase into problem-posing system for mathematics learning (2011)A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses (2014)Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics (2014)Field Theory in Social Science (1953)Toward a Psychology of Being (1962)Foundations of Behavioral Research (1974)The development of a learner empowerment measure 1 (1996)The Effect of Teacher Nonverbal Immediacy and Credibility on Student Motivation and Affective Learning (2006)Does Service-Learning Increase Student Learning?: A Meta-Analysis. (2012)Principles of Instructional Design (1974)Understanding Attitudes and Predicting Social Behavior (1980)Perceived Self-Efficacy in Cognitive Development and Functioning (1993)Task Analysis Methods for Instructional Design (1998)DEVELOPMENTAL RESEARCH: STUDIES OF INSTRUCTIONAL DESIGN AND DEVELOPMENT (2003)Comparing Robot Embodiments in a Guided Discovery Learning Interaction with Children (2014)Effects of cooperative, competitive, and individualistic goal structures on achievement: A meta-analysis. (1981)Cooperative Learning: Theory, Research and Practice (1983)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)The competition–performance relation: A meta-analytic review and test of the opposing processes model of competition and performance. (2012)Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games (2013)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Flow: the psychology of optimal experience (1990)Impact of podcasting on student motivation in the online learning environment (2010)Changes in Student Motivation During Online Learning (2011)Effects of e-learning on Students’ Motivation (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Affective Computing (1997)Game object model version II: a theoretical framework for educational game development (2006)Adult learners’ emotions in online learning (2008)Emotion control in collaborative learning situations: Do students regulate emotions evoked by social challenges/ (2009)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)Design-Based Research: An Emerging Paradigm for Educational Inquiry (2003)Three Approaches to Qualitative Content Analysis (2005)Evaluating the effectiveness of blended learning using the ARCS model (2021)Game-based learning and students’ motivation in project management education (2022)The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy mechanism in human agency. (1982)Situated Cognition and the Culture of Learning (1989)Feedback Strategies for Interactive Learning Tasks (2007)Peer feedback content and sender's competence level in academic writing revision tasks: Are they critical for feedback perceptions and efficiency? (2009)A review of feedback models and typologies: Towards an integrative model of feedback elements (2021)Beyond modularity: a developmental perspective on cognitive science (1993)Understanding and sharing intentions: The origins of cultural cognition (2005)Misinformation and Its Correction (2012)
this work references cited by second hop

References

  • 1986Relevance: Communication and Cognition6,707 cited

Cited by

  • 2004Learner motivation and E-learning design: A multinationally validated process523 cited
  • 2013Feedback research revisited.494 cited
  • 2006Gameplaying for maths learning: cooperative or not?323 cited
  • 1995“What's in it for me?”: Increasing content relevance to enhance students' motivation312 cited
  • 2004Learning technologies: Affective and social issues in computer-supported collaborative learning309 cited
  • 2013A Framework for Designing Scaffolds That Improve Motivation and Cognition306 cited
  • 2018Use of the ARCS model in education: A literature review294 cited
  • 1997The role of context in learning and instructional design277 cited
  • 2010Sustaining iterative game playing processes in DGBL: The relationship between motivational processing and outcome processing254 cited
  • 2014Validation of the Instructional Materials Motivation Survey ( IMMS ) in a self‐directed instructional setting aimed at working with technology243 cited
  • 2016STEM Motivation Interventions for Adolescents: A Promising Start, but Further to Go234 cited
  • 2004Cross Cultural Differences in Online Learning Motivation185 cited
  • 2010Theoretical models of participation in adult education: the need for an integrated model

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

181 cited
  • 2010Evaluating learners’ motivational and cognitive processing in an online game-based learning environment178 cited
  • 2013Dynamical model for gamification of learning (DMGL)176 cited
  • 2017Factors related to college students’ self-directed learning with technology172 cited