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Understanding the relationship between physiological signals and digital game-based learning outcome
16 references·1 citing·41 second hop
Understanding the relationship between physiological signals and digital game-based learning outcome (2014)Understanding the relationship between ph…Digital Game-Based Learning (2020)Digital Game-Based LearningDigital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital game-based learning: …Electroencephalogram and electrocardiograph assessment of mental fatigue in a driving simulator (2011)Electroencephalogram and elec…Coregistration of eye movements and EEG in natural reading: Analyses and review. (2011)Coregistration of eye movemen…Examining the pedagogical foundations of modern educational computer games (2008)Examining the pedagogical fou…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…A meta-analytic review of emotion recognition and aging: Implications for neuropsychological models of aging (2008)A meta-analytic review of emo…Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Emotion recognition system using short-term monitoring of physiological signals (2004)Emotion recognition system us…Direct Measurement of Cognitive Load in Multimedia Learning (2003)Direct Measurement of Cogniti…Digital game-based learning (2003)Digital game-based learningAffective Computing (1997)Affective ComputingEmotional Intelligence. New York (Bantam) 1995. (1995)Emotional Intelligence. New Y…Force concept inventory (1992)Force concept inventoryA theory of reading: From eye fixations to comprehension. (1980)A theory of reading: From eye…Measuring performance in leaning process of digital game-based learning and static E-learning (2020)Measuring performance in lean…Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Multimedia Learning (2002)A Reconsideration of Cognitive Load Theory (2007)Using Electroencephalography to Measure Cognitive Load (2010)Development and Validation of Two Instruments Measuring Intrinsic, Extraneous, and Germane Cognitive Load (2017)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)The file drawer problem and tolerance for null results. (1979)Statistical Methods for Meta-Analysis. (1986)Statistical Methods for Meta-Analysis (1988)A meta-analytic review of age differences in theory of mind. (2012)Meta-Analysis of Theory of Mind and Peer Popularity in the Preschool and Early School Years (2015)Suicide in older adults: current perspectives (2018)Emotion recognition in human-computer interaction (2001)Toward machine emotional intelligence: analysis of affective physiological state (2001)Recognising realistic emotions and affect in speech: State of the art and lessons learnt from the first challenge (2011)Review on Psychological Stress Detection Using Biosignals (2019)Emotion recognition using multi-modal data and machine learning techniques: A tutorial and review (2020)A COURSE IN MODERN LINGUISTICS (1958)Toward a theory of automatic information processing in reading (1974)Toward a model of text comprehension and production. (1978)Individual differences in working memory and reading (1980)Matthew Effects in Reading: Some Consequences of Individual Differences in the Acquisition of Literacy (1986)Eye movements in reading and information processing: 20 years of research. (1998)Peer Instruction: Ten years of experience and results (2001)Where's the evidence that active learning works? (2006)The Flipped Classroom: A Survey of the Research (2020)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)The Theory and Practice of Online Learning (2008)Handbook of Self-Regulation of Learning and Performance (2017)Machines and Mindlessness: Social Responses to Computers (2000)IEMOCAP: interactive emotional dyadic motion capture database (2008)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)Digital Natives, Digital Immigrants Part 1 (2001)
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457 cited
  • 2008Examining the pedagogical foundations of modern educational computer games436 cited
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    • 2020Measuring performance in leaning process of digital game-based learning and static E-learning26 cited