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Using Virtual Reality with and without Gaming Attributes for Academic Achievement
8 references·8 citing·49 second hop
Using Virtual Reality with and without Gaming Attributes for Academic Achievement (2006)Using Virtual Reality with and without Ga…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…Interrogation of a dynamic visualization during learning (2004)Interrogation of a dynamic vi…Learning Outcomes of Microworlds for Management Education (2003)Learning Outcomes of Microwor…The Science of Training: A Decade of Progress (2001)The Science of Training: A De…A Taxonomy of Student Engagement with Educational Software: An Exploration of Literate Thinking with Electronic Text (2001)A Taxonomy of Student Engagem…A Meta-analysis of the Effectiveness of Computer-Assisted Instruction in Science Education (2001)A Meta-analysis of the Effect…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…The Efficacy of Computer Assisted Instruction (CAI): A Meta-Analysis (1995)The Efficacy of Computer Assi…Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa (2020)Desain Pembelajaran Matematik…Experiential Learning with Global Virtual Teams: Developing Intercultural and Virtual Competencies (2016)Experiential Learning with Gl…Designing a Virtual-Reality-Based, Gamelike Math Learning Environment (2016)Designing a Virtual-Reality-B…A multilevel analysis of diverse learners playing life science video games: Interactions between game content, learning disability status, reading proficiency, and gender (2015)A multilevel analysis of dive…Staff training for business process improvement (2012)Staff training for business p…Game-Based Learning (2012)Game-Based LearningA Qualitative Meta-Analysis of Computer Games as Learning Tools (2011)A Qualitative Meta-Analysis o…Current Issues and Future Directions in Simulation-Based Training (2008)Current Issues and Future Dir…Primary, Secondary, and Meta-Analysis of Research (1976)Meta-Analytic Procedures for Social Research (1991)The effects of computer-assisted material on students’ cognitive levels, misconceptions and attitudes towards science (2004)The use of a computer simulation to promote scientific conceptions of moon phases (2007)Student learning in science simulations: Design features that promote learning gains (2011)Methods of Meta-Analysis: Correcting Error and Bias in Research Findings (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Serious Games : An Overview (2007)Scale Development : Theory and Applications (1991)Is science me? High school students' identities, participation and aspirations in science, engineering, and medicine (2009)Pipeline persistence: Examining the association of educational experiences with earned degrees in STEM among U.S. students (2011)Who Gets to Play? Disability, Open Literacy, Gaming (2019)TRANSFER OF TRAINING: A REVIEW AND DIRECTIONS FOR FUTURE RESEARCH (1988)THE IMPACT OF HUMAN RESOURCE MANAGEMENT PRACTICES ON TURNOVER, PRODUCTIVITY, AND CORPORATE FINANCIAL PERFORMANCE. (1995)Self-efficacy and work-related performance: A meta-analysis. (1998)Enhancing the Effectiveness of Work Groups and Teams (2006)Team Effectiveness 1997-2007: A Review of Recent Advancements and a Glimpse Into the Future (2008)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Motivational and self-regulated learning components of classroom academic performance. (1990)Beyond Cold Conceptual Change: The Role of Motivational Beliefs and Classroom Contextual Factors in the Process of Conceptual Change (1993)Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. (1993)Gaming in a 3D multiuser virtual environment: engaging students in Science lessons (2006)The Role of Students' Cognitive Engagement in Online Learning (2006)Alternative Approaches to Assessing Student Engagement Rates (2020)External cognition: how do graphical representations work? (1996)A split-attention effect in multimedia learning: Evidence for dual processing systems in working memory. (1998)Instructional Design in Technical Areas (1999)Supporting students' learning with multiple representations in a dynamic simulation-based learning environment (2006)Attention cueing as a means to enhance learning from an animation (2007)Learning with videos vs. learning with print: The role of interactive features (2011)Meta-analysis in social research (1982)Reconsidering Research on Learning from Media (1983)Barriers to the Effective Use of Technology in Education: Current Status (1997)Effects of computer-assisted instruction on students’ achievement in Taiwan: A meta-analysis (2005)Games, Motivation, and Learning: A Research and Practice Model (2002)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)An empirical study on gender, video game play, academic success and complex problem solving skills (2018)The effectiveness of adaptive versus non‐adaptive learning with digital educational games (2019)Influence of Game-Based Learning in Mathematics Education on Students’ Affective Domain: A Systematic Review (2021)Cognitive Load During Problem Solving: Effects on Learning (1988)Learning in a game-based virtual environment: a comparative evaluation in higher education (2012)Games are motivating, aren´t they? Disputing the arguments for digital game-based learning (2015)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)
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References

  • 2001The Science of Training: A Decade of Progress1,702 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2004Interrogation of a dynamic visualization during learning311 cited
  • 1995The Efficacy of Computer Assisted Instruction (CAI): A Meta-Analysis283 cited
  • 2001A Meta-analysis of the Effectiveness of Computer-Assisted Instruction in Science Education269 cited
  • 2001A Taxonomy of Student Engagement with Educational Software: An Exploration of Literate Thinking with Electronic Text101 cited
  • 2003Learning Outcomes of Microworlds for Management Education54 cited

Cited by

  • 2012Game-Based Learning105 cited
  • 2011A Qualitative Meta-Analysis of Computer Games as Learning Tools69 cited
  • 2015A multilevel analysis of diverse learners playing life science video games: Interactions between game content, learning disability status, reading proficiency, and gender55 cited
  • 2016Designing a Virtual-Reality-Based, Gamelike Math Learning Environment47 cited
  • 2020Desain Pembelajaran Matematika Berbasis Gamifikasi untuk Meningkatkan Minat Belajar Siswa43 cited
  • 2012Staff training for business process improvement

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35 cited
  • 2008Current Issues and Future Directions in Simulation-Based Training28 cited
  • 2016Experiential Learning with Global Virtual Teams: Developing Intercultural and Virtual Competencies25 cited