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Personalized learning: Current status and potential
16 references·0 citing·44 second hop
Personalized learning: Current status and potential (2014)Personalized learning: Current status and…Ways of Learning (2013)Ways of LearningPersonalised learning: lessons to be learnt (2012)Personalised learning: lesson…Handbook of Individual Differences, Learning, and Instruction (2012)Handbook of Individual Differ…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The role of psychology in understanding the impact of computer games (2011)The role of psychology in und…Ways of learning : learning theories and learning styles in the classroom (2009)Ways of learning : learning t…Addressing the context of e‐learning: using transactional distance theory to inform design (2009)Addressing the context of e‐l…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Adaptivity in learning management systems focussing on learning styles (2007)Adaptivity in learning manage…A Critical Analysis of Transactional Distance Theory (2005)A Critical Analysis of Transa…Knowledge awareness map for computer-supported ubiquitous languagelearning (2004)Knowledge awareness map for c…Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games (2004)Integrating Ideas About Invis…Problem Based Learning: An instructional model and its constructivist framework (1995)Problem Based Learning: An in…In the mind's eye: enhancing human performance (1992)In the mind's eye: enhancing …Educational psychology: A realistic approach (1977)Educational psychology: A rea…Learner Autonomy: The Second Dimension of Independent Learning. (1972)Learner Autonomy: The Second …Flow: the psychology of optimal experience (1990)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The research and evaluation of serious games: Toward a comprehensive methodology (2013)Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014)The Model for Introduction of Gamification into E-learning in Higher Education (2015)Mind in Society: The Development of Higher Psychological Processes (1978)Educating the reflective practitioner (1987)Situated Cognition and the Culture of Learning (1989)Activity theory as a framework for designing constructivist learning environments (1999)A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING (2000)Overview of Problem-based Learning: Definitions and Distinctions (2006)Toward a Theory of Instruction (1966)Distance education : a systems view (1996)Interaction Equivalency in Self-Paced Online Learning Environments: An Exploration of Learner Preferences (2009)The impact of transactional distance dialogic interactions on student learning outcomes in online and blended environments (2014)Democracy and Education (2015)Games, Motivation, and Learning: A Research and Practice Model (2002)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)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of practice learning, meaning, and identity (1999)Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project (2010)Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis (2011)Acceptance of game-based learning by secondary school teachers (2013)Editorial: Distance education theory (1991)Building classroom community at a distance: A case study (2001)Development of a new model on utilizing online learning platforms to improve students’ academic achievements and satisfaction (2020)Different Perspectives of Learning Styles from VARK Model (2010)Psychology for the Classroom: Behaviourism (2010)Gamification in Management Education: A Systematic Literature Review (2019)Toward a design theory of problem solving (2000)Cognitive constraints on multimedia learning: When presenting more material results in less understanding. (2001)The ‘digital natives’ debate: A critical review of the evidence (2008)Teacher behavior and its effects. (1979)Teacher influences on student achievement. (1986)Two Decades of Research on Teacher Expectations: Findings and Future Directions (1987)Examining and Extending Research in Coach Development (1998)Improving Students' Ability to Identify and Use Source Information (2002)The effects of interleaved practice (2009)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1995Problem Based Learning: An instructional model and its constructivist framework2,867 cited
  • 2012Handbook of Individual Differences, Learning, and Instruction934 cited
  • 1977Educational psychology: A realistic approach532 cited
  • 2011The role of psychology in understanding the impact of computer games444 cited
  • 2008Examining the pedagogical foundations of modern educational computer games436 cited
  • 1972Learner Autonomy: The Second Dimension of Independent Learning.272 cited
  • 1992In the mind's eye: enhancing human performance271 cited
  • 2009Ways of learning : learning theories and learning styles in the classroom249 cited
  • 2005A Critical Analysis of Transactional Distance Theory190 cited
  • 2009Addressing the context of e‐learning: using transactional distance theory to inform design180 cited
  • 2012Personalised learning: lessons to be learnt138 cited
  • 2007Adaptivity in learning management systems focussing on learning styles138 cited
  • 2004Knowledge awareness map for computer-supported ubiquitous languagelearning132 cited
  • 2004Integrating Ideas About Invisible Playgrounds from Play Theory into Online Educational Digital Games

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  • 2013Ways of Learning43 cited
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