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Towards an understanding of real-time continuous feedback from simulation games
16 references·0 citing·42 second hop
Towards an understanding of real-time continuous feedback from simulation games (2014)Towards an understanding of real-time con…Feedback research revisited. (2013)Feedback research revisited.A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)A META‐ANALYTIC EXAMINATION O…Overview of the Technology Acceptance Model: Origins, Developments and Future Directions (2009)Overview of the Technology Ac…Focus on Formative Feedback (2008)Focus on Formative FeedbackSerious Games : An Overview (2007)Serious Games : An OverviewGender and Computer Games: Exploring Females' Dislikes (2006)Gender and Computer Games: Ex…Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia (2004)Decreasing Cognitive Load for…Reflections on the Looking Glass: A Review of Research on Feedback-Seeking Behavior in Organizations (2003)Reflections on the Looking Gl…Cognitive Load Theory and Instructional Design: Recent Developments (2003)Cognitive Load Theory and Ins…An update on the effects of playing violent video games (2003)An update on the effects of p…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Assessment and Classroom Learning (1998)Assessment and Classroom Lear…A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A technology acceptance model…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Motivational processes affecting learning. (1986)Classrooms: Goals, structures, and student motivation. (1992)Stereotype threat and the intellectual test performance of African Americans. (1995)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)The Power of Feedback (2007)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)A social-cognitive approach to motivation and personality. (1988)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)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Sleep Patterns and Predictors of Disturbed Sleep in a Large Population of College Students (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (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)Technology acceptance model: a literature review from 1986 to 2013 (2014)Factors Influencing Online Shopping Behavior: The Mediating Role of Purchase Intention (2016)Evaluating E-learning systems success: An empirical study (2019)
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References

  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1998Assessment and Classroom Learning8,952 cited
  • 1985A technology acceptance model for empirically testing new end-user information systems : theory and results6,184 cited
  • 2008Focus on Formative Feedback4,953 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2003Cognitive Load Theory and Instructional Design: Recent Developments3,167 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2009Overview of the Technology Acceptance Model: Origins, Developments and Future Directions1,042 cited
  • 2007Serious Games : An Overview946 cited
  • 2003Reflections on the Looking Glass: A Review of Research on Feedback-Seeking Behavior in Organizations918 cited
  • 2011A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES881 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2004Decreasing Cognitive Load for Novice Students: Effects of Explanatory versus Corrective Feedback in Discovery-Based Multimedia

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615 cited
  • 2006Gender and Computer Games: Exploring Females' Dislikes611 cited
  • 2013Feedback research revisited.494 cited
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