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Motivational engagement and video gaming: a mixed methods study
16 references·16 citing·38 second hopsampled
Motivational engagement and video gaming: a mixed methods study (2009)Motivational engagement and video gaming:…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …What video games have to teach us about learning and literacy (2003)What video games have to teac…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Handbook of Self-Regulation (2000)Handbook of Self-RegulationAttaining Self-Regulation (2000)Attaining Self-RegulationQualitative research and case study applications in education (1998)Qualitative research and case…Handbook of educational psychology (1997)Handbook of educational psych…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Research Design: Qualitative and Quantitative Approaches (1996)Research Design: Qualitative …Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Motivational and self-regulated learning components of classroom academic performance. (1990)Motivational and self-regulat…Naturalistic inquiry (1985)Naturalistic inquiryThe need for cognition. (1982)The need for cognition.Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach (2020)Facilitating decision-making …From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training (2019)From experiencing to critical…A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health (2018)A Cross-Lagged Study of Devel…Tolerance in Internet gaming disorder: A need for increasing gaming time or something else? (2017)Tolerance in Internet gaming …The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The effects of a mobile gamif…Influences of an inquiry‐based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving (2016)Influences of an inquiry‐base…Exploring how individual traits influence enjoyment in a mobile learning game (2016)Exploring how individual trai…Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation (2015)Interaction between gaming an…Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework (2015)Exploring the Implications of…Enhancing User-Game Engagement Through Software Gaming Elements (2014)Enhancing User-Game Engagemen…A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems (2013)A Learning Style Perspective …A Theoretical Framework for Serious Game Design (2012)A Theoretical Framework for S…A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge (2012)A knowledge engineering appro…A study of learning and motivation in a new media enriched environment for middle school science (2011)A study of learning and motiv…Children’s choices and strategies in video games (2010)Children’s choices and strate…Passion and Intrinsic Motivation in Digital Gaming (2008)Passion and Intrinsic Motivat…A Theory of Goal Setting and Task Performance (1991)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Becoming a Self-Regulated Learner: An Overview (2002)Motivational Beliefs, Values, and Goals (2002)The Power of Feedback (2007)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)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)Toward a Theory of Intrinsically Motivating Instruction* (1981)Expectancies, values and academic behaviors (1983)Development of a Structured Interview for Assessing Student Use of Self-Regulated Learning Strategies (1986)Classrooms: Goals, structures, and student motivation. (1992)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)Determining Validity in Qualitative Inquiry (2000)Strategies for ensuring trustworthiness in qualitative research projects (2004)Qualitative Research Designs (2007)Toward a Definition of Mixed Methods Research (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)A Phenomenological Research Design Illustrated (2004)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)The Delphi Method for Graduate Research (2007)Seeking Qualitative Rigor in Inductive Research (2012)Thematic Analysis (2017)
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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1985Naturalistic inquiry45,666 cited
  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 1998Qualitative research and case study applications in education18,379 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 1990Motivational and self-regulated learning components of classroom academic performance.8,318 cited
  • 1996Research Design: Qualitative and Quantitative Approaches7,080 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2000Attaining Self-Regulation6,046 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1982The need for cognition.5,357 cited
  • 1997Handbook of educational psychology4,825 cited
  • 2000Handbook of Self-Regulation4,438 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model

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  • 2015Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework639 cited
  • 2017The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy254 cited
  • 2011A study of learning and motivation in a new media enriched environment for middle school science198 cited
  • 2008Passion and Intrinsic Motivation in Digital Gaming156 cited
  • 2016Influences of an inquiry‐based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving155 cited
  • 2012A Theoretical Framework for Serious Game Design140 cited
  • 2018A Cross-Lagged Study of Developmental Trajectories of Video Game Engagement, Addiction, and Mental Health139 cited
  • 2013A Learning Style Perspective to Investigate the Necessity of Developing Adaptive Learning Systems136 cited
  • 2017Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?134 cited
  • 2019From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training131 cited
  • 2010Children’s choices and strategies in video games113 cited
  • 2015Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation99 cited
  • 2012A knowledge engineering approach to developing educational computer games for improving students' differentiating knowledge96 cited
  • 2020Facilitating decision-making performances in nursing treatments: a contextual digital game-based flipped learning approach95 cited
  • 2016Exploring how individual traits influence enjoyment in a mobile learning game93 cited
  • 2014Enhancing User-Game Engagement Through Software Gaming Elements75 cited