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Digital Games
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Digital Games (2011)Digital GamesThird generation educational use of computer games (2007)Third generation educational …Teaching software engineering by means of computer‐game development: Challenges and opportunities (2007)Teaching software engineering…Digital game‐based learning once removed: Teaching teachers (2007)Digital game‐based learning o…Overview of research on the educational use of video games (2006)Overview of research on the e…How Computer Games Help Children Learn (2006)How Computer Games Help Child…GameFlow (2005)GameFlowGame, Motivation, and Effective Learning: An Integrated Model for Educational Game Design (2005)Game, Motivation, and Effecti…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…The Impact of Home Computer Use on Children's Activities and Development (2000)The Impact of Home Computer U…Game architecture and design (1999)Game architecture and designFrom Barbie® to Mortal Kombat (1998)From Barbie® to Mortal KombatEye movements in reading and information processing: 20 years of research. (1998)Eye movements in reading and …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…A theory of reading: From eye fixations to comprehension. (1980)Modularity in Knowledge Representation and Natural-Language Understanding (1987)Explaining language universals . Edited by John A. Hawkins Oxford: Basil Blackwell, 1988. Pp. xiii, 398. Cloth $49.95. (1991)Moving beyond Kučera and Francis: A critical evaluation of current word frequency norms and the introduction of a new and improved word frequency measure for American English (2009)The 35th Sir Frederick Bartlett Lecture: Eye movements and attention in reading, scene perception, and visual search (2009)Research Methods in Applied Linguistics (2021)Flow: the psychology of optimal experience (1990)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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)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)The Strength of Weak Ties (1973)Toward a Theory of Intrinsically Motivating Instruction* (1981)Life on the Screen: Identity in the Age of the Internet (1997)Online Communication and Adolescent Well-Being: Testing the Stimulation Versus the Displacement Hypothesis (2007)Conceptualizing and Testing a Social Cognitive Model of the Digital Divide (2010)The Media and Technology Usage and Attitudes Scale: An empirical investigation (2013)Aggression: A Social Learning Analysis (1973)The Aggression Questionnaire. (1992)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Managing the learning process (1983)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Learning science in informal environments : people, places, and pursuits (2009)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)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)Learning Ecologies for Technological Fluency: Gender and Experience Differences (2004)Digital Media Literacies: Rethinking Media Education in the Age of the Internet (2007)Parental Mediation Theory for the Digital Age (2011)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)Event tourism: Definition, evolution, and research (2007)
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References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1998Eye movements in reading and information processing: 20 years of research.7,973 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2005GameFlow2,122 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2006How Computer Games Help Children Learn1,041 cited
  • 2000The Impact of Home Computer Use on Children's Activities and Development481 cited
  • 1998From Barbie® to Mortal Kombat354 cited
  • 2006Overview of research on the educational use of video games341 cited
  • 2007Digital game‐based learning once removed: Teaching teachers244 cited
  • 2007Third generation educational use of computer games229 cited
  • 2005Game, Motivation, and Effective Learning: An Integrated Model for Educational Game Design195 cited
  • 1999Game architecture and design176 cited

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2007
Teaching software engineering by means of computer‐game development: Challenges and opportunities
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