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Motivation and performance in a game-based intelligent tutoring system.
16 references·15 citing·48 second hop
Motivation and performance in a game-based intelligent tutoring system. (2013)Motivation and performance in a game-base…Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Focus on Formative Feedback (2008)Focus on Formative FeedbackDigital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Nine Ways to Reduce Cognitive…Cognitive Load Theory and Instructional Design: Recent Developments (2003)Cognitive Load Theory and Ins…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Role of Goal Orientation in Self-Regulated Learning (2000)The Role of Goal Orientation …Self-regulated learning and college students' regulation of motivation. (1998)Self-regulated learning and c…Self-Efficacy Beliefs in Academic Settings (1996)Self-Efficacy Beliefs in Acad…Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. (1996)Intrinsic motivation and the …Eliciting self-explanations improves understanding, (1994)Eliciting self-explanations i…Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq) (1993)Reliability and Predictive Va…Self-explanations: How students study and use examples in learning to solve problems (1989)Self-explanations: How studen…Educational Outcomes of Tutoring: A Meta-analysis of Findings (1982)Educational Outcomes of Tutor…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior (2024)Effectiveness of AI-assisted …Use of gamification in English learning in Higher Education: A systematic review (2023)Use of gamification in Englis…‘I don’t want them to be monolingual like Americans’: family language policies of Turkish parents in the United States (2023)‘I don’t want them to be mono…Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Gamification in E-Learning an…Educational Psychology Is Evolving to Accommodate Technology, Multiple Disciplines, and Twenty-First-Century Skills (2021)Educational Psychology Is Evo…Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments (2019)Investigating the Effectivene…Emotions are the experiential glue of learning environments in the 21st century (2019)Emotions are the experiential…Challenges of Assessing Collaborative Problem Solving (2017)Challenges of Assessing Colla…Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games (2016)Motivating EFL students: E-le…Computer-Based Writing Instruction. (2016)Computer-Based Writing Instru…Self-Explanation and Reading Strategy Training (SERT) Improves Low-Knowledge Students’ Science Course Performance (2015)Self-Explanation and Reading …Deeper Learning With Advances in Discourse Science and Technology (2015)Deeper Learning With Advances…Self-regulation and gender within a game-based learning environment. (2014)Self-regulation and gender wi…L2 Writing Practice: Game Enjoyment as a Key to Engagement (2014)L2 Writing Practice: Game Enj…Does agency matter?: Exploring the impact of controlled behaviors within a game-based environment (2014)Does agency matter?: Explorin…Intrinsic Motivation and Self-Determination in Human Behavior (1985)The theory of planned behavior (1991)Self-Efficacy: The Exercise of Control (1999)A 2 × 2 achievement goal framework. (2001)Motivational Beliefs, Values, and Goals (2002)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)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)Teaching Learning Strategies (1985)Structural Equation Modeling with LISREL: Essentials and Advances. (1990)A hierarchical model of approach and avoidance achievement motivation. (1997)Multiple goals, multiple pathways: The role of goal orientation in learning and achievement. (2000)Do Psychosocial and Study Skill Factors Predict College Outcomes? A Meta-Analysis. (2004)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Teacher Efficacy: Its Meaning and Measure (1998)Expectancy–Value Theory of Achievement Motivation (2000)Teacher efficacy: capturing an elusive construct (2001)The role of theories in conceptual coherence. (1985)Problem-Based Learning: What and How Do Students Learn? (2004)The Nature of Expertise (2014)Advances in Instructional Psychology (2019)Cognitive Architecture and Instructional Design: 20 Years Later (2019)Implications for educational practice of the science of learning and development (2019)Mental Representations: A Dual Coding Approach (1986)Generative Processes of Comprehension (1989)Multimedia Learning (2002)Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Theory of Multimedia Learning (2014)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)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)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Interactive Multimodal Learning Environments (2007)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2000The Role of Goal Orientation in Self-Regulated Learning5,169 cited
  • 1996Self-Efficacy Beliefs in Academic Settings4,684 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2003Nine Ways to Reduce Cognitive Load in Multimedia Learning4,199 cited
  • 1993Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq)3,640 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Cognitive Load Theory and Instructional Design: Recent Developments3,025 cited
  • 1989Self-explanations: How students study and use examples in learning to solve problems2,286 cited
  • 1994Eliciting self-explanations improves understanding,2,114 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 1996Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice.1,568 cited
  • 1982Educational Outcomes of Tutoring: A Meta-analysis of Findings1,123 cited

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1998
Self-regulated learning and college students' regulation of motivation.
803 cited
  • 2012Our Princess Is in Another Castle737 cited
  • Cited by

    • 2024Effectiveness of AI-assisted game-based learning on science learning outcomes, intrinsic motivation, cognitive load, and learning behavior139 cited
    • 2014L2 Writing Practice: Game Enjoyment as a Key to Engagement99 cited
    • 2019Emotions are the experiential glue of learning environments in the 21st century98 cited
    • 2014Self-regulation and gender within a game-based learning environment.95 cited
    • 2019Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments95 cited
    • 2015Self-Explanation and Reading Strategy Training (SERT) Improves Low-Knowledge Students’ Science Course Performance92 cited
    • 2017Challenges of Assessing Collaborative Problem Solving82 cited
    • 2016Computer-Based Writing Instruction.79 cited
    • 2021Educational Psychology Is Evolving to Accommodate Technology, Multiple Disciplines, and Twenty-First-Century Skills71 cited
    • 2014Does agency matter?: Exploring the impact of controlled behaviors within a game-based environment70 cited
    • 2016Motivating EFL students: E-learning enjoyment as a predictor of vocabulary learning through digital video games66 cited
    • 2021Gamification in E-Learning and Sustainability: A Theoretical Framework52 cited
    • 2023Use of gamification in English learning in Higher Education: A systematic review45 cited
    • 2015Deeper Learning With Advances in Discourse Science and Technology41 cited
    • 2023‘I don’t want them to be monolingual like Americans’: family language policies of Turkish parents in the United States4 cited