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The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation
16 references·0 citing·45 second hop
The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation (2015)The Effectiveness of Reason Racer, a Game…Next Generation Science Standards (2013)Next Generation Science Stand…Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Education for Life and Work: …Social-Psychological Interventions in Education (2011)Social-Psychological Interven…Flow Online: Lessons Learned and Future Prospects (2009)Flow Online: Lessons Learned …Taking science to school: learning and teaching science in grades K-8 (2008)Taking science to school: lea…Focus on Formative Feedback (2008)Focus on Formative FeedbackImplicit Theories of Intelligence Predict Achievement Across an Adolescent Transition: A Longitudinal Study and an Intervention (2007)Implicit Theories of Intellig…Supporting Students' Construction of Scientific Explanations by Fading Scaffolds in Instructional Materials (2006)Supporting Students' Construc…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…The Uses of Argument (2003)The Uses of ArgumentGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Self-Regulated Learning and Academic Achievement: An Overview (1990)Self-Regulated Learning and A…Beyond boredom and anxiety (1975)Beyond boredom and anxietySituated Learning: Legitimate Peripheral Participation. (1994)Bowling alone: the collapse and revival of American community (2000)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)STEM integration in K-12 education : status, prospects, and an agenda for research (2014)Putting Education in “Educational” Apps (2015)Key competencies in sustainability in higher education—toward an agreed-upon reference framework (2020)Learning science in informal environments : people, places, and pursuits (2009)Learning Science in Informal Environments: People, Places, and Pursuits (2009)Inside the Black Box: Raising Standards through Classroom Assessment (2010)Time and modality (1957)The interdisciplinary study of coordination (1994)Thematic networks: an analytic tool for qualitative research (2001)Analysing Discourse: Textual Analysis for Social Research (2003)Attention and Self-Regulation : A Control-Theory Approach to Human Behavior (1981)A social cognitive view of self-regulated academic learning. (1989)Feedback and Self-Regulated Learning: A Theoretical Synthesis (1995)The Role of Goal Orientation in Self-Regulated Learning (2000)School Engagement: Potential of the Concept, State of the Evidence (2004)Asymptotic Confidence Intervals for Indirect Effects in Structural Equation Models (1982)Frames of Mind: The Theory of Multiple Intelligences (1984)A social-cognitive approach to motivation and personality. (1988)Handbook of Motivation at School (2009)Mindsets That Promote Resilience: When Students Believe That Personal Characteristics Can Be Developed (2012)The benefits of playing video games. (2013)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A meta-analysis of the technology acceptance model (2006)Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)A systematic literature review of empirical evidence on computer games and serious games (2012)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 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)Assessment and Classroom Learning (1998)Rethinking models of feedback for learning: the challenge of design (2012)The development of student feedback literacy: enabling uptake of feedback (2018)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)The Concept of Flow (2014)
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References

  • 2003The Uses of Argument7,144 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2008Focus on Formative Feedback4,623 cited
  • 2007Implicit Theories of Intelligence Predict Achievement Across an Adolescent Transition: A Longitudinal Study and an Intervention3,780 cited
  • 1990Self-Regulated Learning and Academic Achievement: An Overview3,677 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2008Taking science to school: learning and teaching science in grades K-82,480 cited
  • 2012Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century2,035 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 2011Social-Psychological Interventions in Education1,343 cited
  • 2013Next Generation Science Standards1,325 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2009Flow Online: Lessons Learned and Future Prospects953 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited

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  • 2006Supporting Students' Construction of Scientific Explanations by Fading Scaffolds in Instructional Materials794 cited
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