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Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study
16 references·15 citing·43 second hop
Impact of online instructional game features on college students’ perceived motivational support and cognitive investment: A structural equation modeling study (2012)Impact of online instructional game featu…Digital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Factor Retention Decisions in Exploratory Factor Analysis: a Tutorial on Parallel Analysis (2004)Factor Retention Decisions in…Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Nine Ways to Reduce Cognitive…Cognitive Load Measurement as a Means to Advance Cognitive Load Theory (2003)Cognitive Load Measurement as…Multimedia Learning (2002)Multimedia LearningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Cognitive Architecture and Instructional Design (1998)Cognitive Architecture and In…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Scale Development : Theory and Applications (1991)Scale Development : Theory an…Cognitive Load Theory and the Format of Instruction (1991)Cognitive Load Theory and the…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…The Application of Electronic Computers to Factor Analysis (1960)The Application of Electronic…Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education (2022)Learning with serious games i…Therapeutic Gaming for Adolescent Anxiety (2021)Therapeutic Gaming for Adoles…Games based learning in accounting education – which dimensions are the most relevant? (2021)Games based learning in accou…The effects of digital storytelling games on high school students' critical thinking skills (2020)The effects of digital storyt…Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study (2020)Relationship Between Children…Aprendizaje Basado en Juegos (GBL) aplicado a la enseñanza de la matemática en educación superior. Una revisión sistemática de literatura (2020)Aprendizaje Basado en Juegos …Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale (2019)Let players evaluate serious …The impacts of peer competition-based science gameplay on conceptual knowledge, intrinsic motivation, and learning behavioral patterns (2018)The impacts of peer competiti…The impact of a forfeit-or-prize gamified teaching on e-learners’ learning performance (2018)The impact of a forfeit-or-pr…The future of 'serious games' in accounting education: A Delphi study (2018)The future of 'serious games'…Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game (2018)Multisensory games-based lear…VALIDATION OF THEORETICAL CONSTRUCTS TOWARD SUITABILITY OF EDUCATIONAL SOFTWARE FOR CHEMISTRY EDUCATION: DIFFERENCES BETWEEN USERS AND NONUSERS (2017)VALIDATION OF THEORETICAL CON…Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning (2017)Gamified Modules for an Intro…Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico (2017)Adquisición de competencias a…Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes (2016)Is it worth it to consider vi…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)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)Understanding Information Technology Usage: A Test of Competing Models (1995)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)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. 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References

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  • 1991Cognitive Load Theory and the Format of Instruction

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2,894 cited
  • 2003Cognitive Load Measurement as a Means to Advance Cognitive Load Theory2,525 cited
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